SBSPSS/source/fma/fma.cpp
2001-07-03 00:02:20 +00:00

1512 lines
40 KiB
C++

/*=========================================================================
gameover.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*
Sprite/object control - Thrown objects, so need curved path, :o(
FX
1 Sandwich
2 makeup bag
3 uniform
4 kelp bar
5 fix tv
*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "fma\fma.h"
#ifndef __LEVEL_LEVEL_H__
#include "level\level.h"
#endif
#ifndef __THING_THING_H__
#include "thing\thing.h"
#endif
#ifndef __GAME_CONVO_H__
#include "game\convo.h"
#endif
#ifndef __MAP_MAP_H__
#include "map\map.h"
#endif
#ifndef __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
#ifndef __ACTOR_HEADER__
#include "gfx\actor.h"
#endif
#ifndef __GFX_FADER_H__
#include "gfx\fader.h"
#endif
#include "game\game.h"
#include "utils\utils.h"
#include "pad\pads.h"
#include "gfx\font.h"
#include "gfx\otpos.h"
#include <sprites.h>
#include "fx\fx.h"
#include "fx\FXTvExplode.h"
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_SPONGEBOB_HEADER__
#include "actor_spongebob_anim.h"
#endif
#include "actor_spongebob_fma_anim.h"
#ifndef __ANIM_MERMAIDMAN_HEADER__
#include "actor_mermaidman_anim.h"
#endif
#ifndef __ANIM_BARNACLEBOY_HEADER__
#include "actor_barnacleboy_anim.h"
#endif
#ifndef __ANIM_GARY_HEADER__
#include "actor_gary_anim.h"
#endif
#ifndef __ANIM_PLANKTON_HEADER__
#include "actor_plankton_anim.h"
#endif
#define FRM__KELP_BAR FRM__C4_QUEST_ITEM_2
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
// Available actors
enum
{
FMA_ACTOR_SPONGEBOB,
FMA_ACTOR_MM,
FMA_ACTOR_BB,
FMA_ACTOR_GARY,
FMA_ACTOR_PLANKTON,
FMA_NUM_ACTORS
};
// Actor animation types
enum
{
FMA_ANIM_IDLE,
FMA_ANIM_WALK,
FMA_ANIM_FIXTV,
FMA_ANIM_GIVEEND,
FMA_ANIM_GIVESTART,
FMA_ANIM_IDEA,
FMA_ANIM_QUICKEXIT,
FMA_ANIM_SHOUT,
FMA_ANIM_STUMBLE,
FMA_ANIM_THROW,
FMA_ANIM_HIDE,
FMA_ANIM_UNHIDE,
FMA_ANIM_UNHIDEIDLE,
FMA_ANIM_SIT,
FMA_ANIM_SITLOOKLEFT,
FMA_NUM_ANIMS,
};
// Available script commands
typedef enum
{
SC_SNAP_CAMERA_TO, // x,y
SC_MOVE_CAMERA_TO, // x,y,frames
SC_REGISTER_CONVERSATION, // scriptId
SC_WAIT_ON_TIMER, // frames (nonblocking)
SC_WAIT_ON_ACTOR_STOP, // actor (nonblocking)
SC_WAIT_ON_ACTOR_ANIM, // actor (nonblocking)
SC_WAIT_ON_CAMERA_STOP, // (nonblocking)
SC_WAIT_ON_CONVERSATION, // scriptId (nonblocking)
SC_SET_ACTOR_VISIBILITY, // actor,on/off
SC_SET_ACTOR_POSITION, // actor,x,y
SC_SET_ACTOR_FACING, // actor,facing
SC_SET_ACTOR_ANIM_STATE, // actor,state,loop
SC_WALK_ACTOR_TO_POSITION, // actor,x,y,frames
SC_CREATE_FX, // FxNo, X,Y, FXType
SC_KILL_FX, // FxNo
SC_SET_ITEM, // item, Frame
SC_CARRY_ITEM, // item, actor
SC_STOP, //
} SCRIPT_COMMAND;
/*
struct sFMAItemTable
{
u16 Frame;
DVECTOR SprOfs;
};
enum FMA_ITEM
{
FMA_ITEM_C1,
FMA_ITEM_C2,
FMA_ITEM_C3,
FMA_ITEM_C4,
FMA_ITEM_C5,
FMA_ITEM_MAX
}
sFMAItemTable FMAItemTable[FMA_ITEM_MAX]
{
};
*/
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
// Data for an actors graphics
struct sFMAAnim
{
s16 Bank;
s16 Anim;
};
typedef struct
{
FileEquate m_file[2];
DVECTOR m_ItemOfs;
sFMAAnim m_anims[FMA_NUM_ANIMS];
} ACTOR_GRAPHICS_DATA;
// Actor data
typedef struct
{
CActorGfx *m_gfx[2];
u8 m_active;
s8 m_animState,m_animFrame;
s8 m_animLoop;
DVECTOR m_pos;
u16 m_startMoveFrame;
DVECTOR m_startMovePos;
u16 m_endMoveFrame;
DVECTOR m_endMovePos;
u8 m_moving;
u8 m_facing;
} ACTOR_DATA;
struct sItemData
{
DVECTOR m_Pos;
s8 m_Actor;
u8 m_facing;
u16 m_Frame;
s8 m_TargetActor;
DVECTOR m_TargetPos;
};
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
enum
{
FMA_FX_COUNT=4,
FMA_ITEM_MAX=4,
};
CFmaScene FmaScene;
CFX *m_FXTable[FMA_FX_COUNT];
sItemData m_itemData[FMA_ITEM_MAX];
/*****************************************************************************/
// Actor graphics data
static const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
{
{ // SpongeBob
{ACTORS_SPONGEBOB_SBK,ACTORS_SPONGEBOB_FMA_SBK},{-48,-48},
{
/*FMA_ANIM_IDLE*/ {0,ANIM_SPONGEBOB_IDLEBREATH},
/*FMA_ANIM_WALK*/ {0,ANIM_SPONGEBOB_RUN},
/*FMA_ANIM_FIXTV*/ {1,ANIM_SPONGEBOB_FMA_FIXTV},
/*FMA_ANIM_GIVEEND*/ {1,ANIM_SPONGEBOB_FMA_GIVEEND},
/*FMA_ANIM_GIVESTART*/ {1,ANIM_SPONGEBOB_FMA_GIVESTART},
/*FMA_ANIM_IDEA*/ {1,ANIM_SPONGEBOB_FMA_IDEA},
/*FMA_ANIM_QUICKEXIT*/ {1,ANIM_SPONGEBOB_FMA_QUICKEXIT},
/*FMA_ANIM_SHOUT*/ {1,ANIM_SPONGEBOB_FMA_SHOUT},
/*FMA_ANIM_STUMBLE*/ {1,ANIM_SPONGEBOB_FMA_STUMBLE},
/*FMA_ANIM_THROW*/ {1,ANIM_SPONGEBOB_FMA_THROW},
/*FMA_ANIM_HIDE*/ {0,-1},
/*FMA_ANIM_UNHIDE*/ {0,-1},
/*FMA_ANIM_UNHIDEIDLE*/ {0,-1},
/*FMA_ANIM_SIT*/ {0,-1},
/*FMA_ANIM_SITLOOKLEFT*/ {0,-1},
},
},
{ // Mermaid Man
{ACTORS_MERMAIDMAN_SBK, (FileEquate)0},{-32,-64},
{
/*FMA_ANIM_IDLE*/ {0,ANIM_MERMAIDMAN_IDLE},
/*FMA_ANIM_WALK*/ {0,-1},
/*FMA_ANIM_FIXTV*/ {0,-1},
/*FMA_ANIM_GIVEEND*/ {0,-1},
/*FMA_ANIM_GIVESTART*/ {0,-1},
/*FMA_ANIM_IDEA*/ {0,-1},
/*FMA_ANIM_QUICKEXIT*/ {0,-1},
/*FMA_ANIM_SHOUT*/ {0,-1},
/*FMA_ANIM_STUMBLE*/ {0,-1},
/*FMA_ANIM_THROW*/ {0,-1},
/*FMA_ANIM_HIDE*/ {0,ANIM_MERMAIDMAN_HIDE},
/*FMA_ANIM_UNHIDE*/ {0,-1},
/*FMA_ANIM_UNHIDEIDLE*/ {0,-1},
/*FMA_ANIM_SIT*/ {0,ANIM_MERMAIDMAN_SIT},
/*FMA_ANIM_SITLOOKLEFT*/ {0,-1},
},
},
{ // Barnicle Boy
{ACTORS_BARNACLEBOY_SBK, (FileEquate)0},{-32,-48},
{
/*FMA_ANIM_IDLE*/ {0,ANIM_BARNACLEBOY_IDLE},
/*FMA_ANIM_WALK*/ {0,-1},
/*FMA_ANIM_FIXTV*/ {0,-1},
/*FMA_ANIM_GIVEEND*/ {0,ANIM_BARNACLEBOY_GIVEEND},
/*FMA_ANIM_GIVESTART*/ {0,ANIM_BARNACLEBOY_GIVESTART},
/*FMA_ANIM_IDEA*/ {0,-1},
/*FMA_ANIM_QUICKEXIT*/ {0,-1},
/*FMA_ANIM_SHOUT*/ {0,-1},
/*FMA_ANIM_STUMBLE*/ {0,-1},
/*FMA_ANIM_THROW*/ {0,-1},
/*FMA_ANIM_HIDE*/ {0,ANIM_BARNACLEBOY_HIDE},
/*FMA_ANIM_UNHIDE*/ {0,ANIM_BARNACLEBOY_UNHIDE},
/*FMA_ANIM_UNHIDEIDLE*/ {0,ANIM_BARNACLEBOY_UNHIDEIDLE},
/*FMA_ANIM_SIT*/ {0,ANIM_BARNACLEBOY_SIT},
/*FMA_ANIM_SITLOOKLEFT*/ {0,ANIM_BARNACLEBOY_SITLOOKLEFT},
},
},
{ // Gary Da Snail
{ACTORS_GARY_SBK, (FileEquate)0},{0,0},
{
/*FMA_ANIM_IDLE*/ {0,ANIM_GARY_IDLE},
/*FMA_ANIM_WALK*/ {0,ANIM_GARY_IDLE},
/*FMA_ANIM_FIXTV*/ {0,-1},
/*FMA_ANIM_GIVEEND*/ {0,-1},
/*FMA_ANIM_GIVESTART*/ {0,-1},
/*FMA_ANIM_IDEA*/ {0,-1},
/*FMA_ANIM_QUICKEXIT*/ {0,-1},
/*FMA_ANIM_SHOUT*/ {0,-1},
/*FMA_ANIM_STUMBLE*/ {0,-1},
/*FMA_ANIM_THROW*/ {0,-1},
/*FMA_ANIM_HIDE*/ {0,-1},
/*FMA_ANIM_UNHIDE*/ {0,-1},
/*FMA_ANIM_UNHIDEIDLE*/ {0,-1},
/*FMA_ANIM_SIT*/ {0,-1},
/*FMA_ANIM_SITLOOKLEFT*/ {0,-1},
},
},
{ // Plankton
{ACTORS_PLANKTON_SBK, (FileEquate)0},{0,0},
{
/*FMA_ANIM_IDLE*/ {0,ANIM_PLANKTON_IDLE},
/*FMA_ANIM_WALK*/ {0,-1},
/*FMA_ANIM_FIXTV*/ {0,-1},
/*FMA_ANIM_GIVEEND*/ {0,-1},
/*FMA_ANIM_GIVESTART*/ {0,-1},
/*FMA_ANIM_IDEA*/ {0,-1},
/*FMA_ANIM_QUICKEXIT*/ {0,-1},
/*FMA_ANIM_SHOUT*/ {0,-1},
/*FMA_ANIM_STUMBLE*/ {0,-1},
/*FMA_ANIM_THROW*/ {0,-1},
/*FMA_ANIM_HIDE*/ {0,-1},
/*FMA_ANIM_UNHIDE*/ {0,-1},
/*FMA_ANIM_UNHIDEIDLE*/ {0,-1},
/*FMA_ANIM_SIT*/ {0,-1},
/*FMA_ANIM_SITLOOKLEFT*/ {0,-1},
},
},
};
ACTOR_DATA m_actorData[FMA_NUM_ACTORS];
/*****************************************************************************/
/*** Intro FMA ***************************************************************/
/*****************************************************************************/
static const int s_FMAIntroScript[]=
{
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH1_00_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH1_01_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH1_02_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH1_03_DAT,
// Scene 1 - SB & Gary outside house
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,80*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_GARY,FMA_ANIM_IDLE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_GARY,84*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_GARY,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_GARY,true,
SC_SNAP_CAMERA_TO, 67*16,18*16,
SC_WAIT_ON_TIMER, 60,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH1_00_DAT,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,60*16,30*16,60*2,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_GARY,FMA_ANIM_WALK,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_GARY,64*16,30*16,60*3,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
// SC_WAIT_ON_TIMER, 60*2,
// Scene 2 - Shady shoals with BB & MM
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_IDLE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,11*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_MM,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_MM,true,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,60*16,30*16,60*2,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_IDLE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,17*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
SC_SNAP_CAMERA_TO, 4*16,18*16,
SC_WAIT_ON_TIMER, 60,
// Scene 3 - SB Arives
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,40*16,30*16,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,24*16,30*16,60*2,
SC_SET_ACTOR_POSITION, FMA_ACTOR_GARY,44*16,30*16,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_GARY,28*16,30*16,60*3,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_GARY,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_GARY,FMA_ANIM_IDLE,1,
// Scene 4 - SB talks to em
// Scene 5 - MM gives task
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH1_01_DAT,
// Scene 7 - SB Leaves
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH1_02_DAT,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_QUICKEXIT,0,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,40*16,30*16,30,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
// Scene 8 - Back to Gary, for non funny end
SC_SET_ACTOR_FACING, FMA_ACTOR_GARY,0,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_GARY,30*16,30*16,60,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_GARY,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH1_03_DAT,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_GARY,44*16,30*16,60*2,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_GARY,
SC_STOP
};
/*****************************************************************************/
/*** C1 End FMA **************************************************************/
/*****************************************************************************/
static const int s_FMAC1EndScript[]=
{
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH2_00_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH2_01_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH2_02_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH2_03_DAT,
// Scene 1 - Shade Shoals
SC_SNAP_CAMERA_TO, 4*16,18*16,
SC_WAIT_ON_TIMER, 60*2,
// Scene 2 - inside Shady Shoals
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_SIT,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,208*16,(30*16)+8,
SC_SET_ACTOR_FACING, FMA_ACTOR_MM,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_MM,true,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SIT,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,211*16,(30*16)+8,
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
SC_SNAP_CAMERA_TO, 197*16,18*16,
SC_WAIT_ON_TIMER, 30,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH2_00_DAT,
SC_WAIT_ON_TIMER, 30,
// Scene 3 - SB enter by door
SC_MOVE_CAMERA_TO, 235*16,18*16,60,
SC_WAIT_ON_CAMERA_STOP,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,270*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
SC_SET_ITEM, 0,FRM__SANDWICH,
SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,260*16,30*16,40,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,230*16,30*16,120,
SC_MOVE_CAMERA_TO, 210*16,18*16,120,
SC_WAIT_ON_CAMERA_STOP,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH2_01_DAT,
// scene 6 - sarnie flys thru the air
// SC_SPRITE_SHIT
SC_CARRY_ITEM, 0,FMA_ACTOR_MM,
SC_MOVE_CAMERA_TO, 197*16,18*16,120,
SC_WAIT_ON_CAMERA_STOP,
// Scene 7 - MM Eats sarnie
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,216*16,30*16,56,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SITLOOKLEFT,1,
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
SC_WAIT_ON_TIMER, 30,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH2_02_DAT,
// Scene 8 - SB Leaves
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH2_03_DAT,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_QUICKEXIT,0,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,240*16,30*16,40,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_STOP
};
/*****************************************************************************/
/*** C2 End FMA **************************************************************/
/*****************************************************************************/
static const int s_FMAC2EndScript[]=
{
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH3_00_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH3_01_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH3_02_DAT,
// Scene 1 - Shade Shoals
SC_SNAP_CAMERA_TO, 4*16,18*16,
SC_WAIT_ON_TIMER, 60*2,
// Scene 2 - inside Shady Shoals
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_SIT,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,208*16,(30*16)+8,
SC_SET_ACTOR_FACING, FMA_ACTOR_MM,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_MM,true,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SIT,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,211*16,(30*16)+8,
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
SC_SNAP_CAMERA_TO, 197*16,18*16,
SC_WAIT_ON_TIMER, 60,
// Scene 3 - SB enter by door
SC_MOVE_CAMERA_TO, 235*16,18*16,60,
SC_WAIT_ON_CAMERA_STOP,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,270*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
SC_SET_ITEM, 0,FRM__MAKEUPBAG,
SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,260*16,30*16,40,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH3_00_DAT,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,216*16,30*16,216,
SC_MOVE_CAMERA_TO, 197*16,18*16,200,
SC_WAIT_ON_CAMERA_STOP,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
// Scene 7 - BB gives new task
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SITLOOKLEFT,1,
SC_WAIT_ON_TIMER, 30,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH3_01_DAT,
// Scene 8 - SB Leaves
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH3_02_DAT,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_QUICKEXIT,0,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,240*16,30*16,40,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_STOP
};
/*****************************************************************************/
/*** C3 End FMA **************************************************************/
/*****************************************************************************/
static const int s_FMAC3EndScript[]=
{
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH4_00_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH4_01_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH4_02_DAT,
// Scene 1 - Shade Shoals
SC_SNAP_CAMERA_TO, 4*16,18*16,
SC_WAIT_ON_TIMER, 30,
// Scene 2 - SB arrives outside Shady Shoals
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,40*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
SC_SET_ITEM, 0,FRM__UNIFORM,
SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,14*16,30*16,104,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH4_00_DAT,
// Scene 3 - inside Shady Shoals
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_SIT,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,208*16,(30*16)+8,
SC_SET_ACTOR_FACING, FMA_ACTOR_MM,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_MM,true,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SIT,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,211*16,(30*16)+8,
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
SC_SNAP_CAMERA_TO, 197*16,18*16,
SC_WAIT_ON_TIMER, 5,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SITLOOKLEFT,1,
SC_WAIT_ON_TIMER, 5,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH4_01_DAT,
SC_WAIT_ON_TIMER, 30,
// Scene 4 - SB enter by door, and runs over to them
SC_MOVE_CAMERA_TO, 235*16,18*16,60,
SC_WAIT_ON_CAMERA_STOP,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_HIDE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,220*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_MM,1,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_HIDE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,204*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,270*16,30*16,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,260*16,30*16,40,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,208*16,30*16,248,
SC_MOVE_CAMERA_TO, 197*16,18*16,200,
SC_WAIT_ON_CAMERA_STOP,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
// BB removes shade
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_UNHIDE,0,
SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_BB,
SC_WAIT_ON_TIMER, 30,
SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH4_02_DAT,
// Scene 8 - SB Leaves
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_QUICKEXIT,0,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,240*16,30*16,40,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_STOP
};
/*****************************************************************************/
/*** C4 End FMA **************************************************************/
/*****************************************************************************/
static const int s_FMAC4EndScript[]=
{
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH5_00_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH5_01_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH5_02_DAT,
// Scene 1 - Shade Shoals
SC_SNAP_CAMERA_TO, 369*16,18*16,
SC_WAIT_ON_TIMER, 30,
// Scene 2 - SB arrives outside Shady Shoals
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,405*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
SC_SET_ITEM, 0,FRM__KELP_BAR,
SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_IDLE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,370*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,382*16,30*16,92,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH5_00_DAT,
// SB throws bar thru window
SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
// BB comes to Porthole
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_BB,374*16,30*16,60,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_BB,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH5_01_DAT,
// Scene 8 - SB Leaves
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH5_02_DAT,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_QUICKEXIT,0,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,420*16,30*16,40,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_STOP
};
/*****************************************************************************/
/*** C5 End FMA **************************************************************/
/*****************************************************************************/
static const int s_FMAC5EndScript[]=
{
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_00_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_01_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_02_DAT,
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_03_DAT,
// Scene 1 - Shade Shoals
SC_SNAP_CAMERA_TO, 4*16,18*16,
SC_WAIT_ON_TIMER, 30,
// Scene 2 - SB arrives outside Shady Shoals
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,40*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
SC_SET_ITEM, 0,FRM__TOOLBOX,
SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,16*16,30*16,96,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH6_00_DAT,
// Scene 3 - SB Fixing TV
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_IDLE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,224*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_MM,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_MM,true,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_IDLE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,220*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,1,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
SC_SET_ITEM, 0,FRM__AUTOGRAPH,
SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,206*16,30*16,
SC_SNAP_CAMERA_TO, 197*16,18*16,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_FIXTV,1,
SC_WAIT_ON_TIMER, 60,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH6_01_DAT,
SC_WAIT_ON_TIMER, 60,
// Scene 4 - Goes to BB, and collects his prize
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,216*16,30*16,44,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH6_02_DAT,
SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_QUICKEXIT,0,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,240*16,30*16,40,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
// Scene 5 - SB leaves Shady Shoals
SC_SNAP_CAMERA_TO, 4*16,18*16,
SC_WAIT_ON_TIMER, 30,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,4*16,30*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,40*16,30*16,72,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
// Scene 6 - Back in shady
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_SIT,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,208*16,(30*16)+8,
SC_SET_ACTOR_FACING, FMA_ACTOR_MM,0,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SIT,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,211*16,(30*16)+8,
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
SC_SNAP_CAMERA_TO, 197*16,18*16,
SC_WAIT_ON_TIMER, 60,
// Scene 7 - TV goes pop
SC_CREATE_FX, 0,207*16,28*16,CFX::FX_TYPE_TV_EXPLODE,
SC_WAIT_ON_TIMER, 60*3,
// Scene 8 - Outside, MM & BB SCREEEEEEEEEEEEEEEAM
SC_SNAP_CAMERA_TO, 4*16,18*16,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH6_03_DAT,
SC_STOP
};
/*****************************************************************************/
/*** Plankton FMA ************************************************************/
/*****************************************************************************/
static const int s_FMAPlanktonScript[]=
{
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_PLANKTON_DAT,
SC_SNAP_CAMERA_TO, 0*16,5*16,
SC_WAIT_ON_TIMER, 60*2,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,0*16,18*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,18*16,18*16,72,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,32*16,18*16,56,
SC_MOVE_CAMERA_TO, 21*16,5*16,84,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_WAIT_ON_CAMERA_STOP,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_PLANKTON,FMA_ANIM_IDLE,1,
SC_SET_ACTOR_POSITION, FMA_ACTOR_PLANKTON,42*16,18*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_PLANKTON,0,
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_PLANKTON,true,
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_PLANKTON_DAT,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,80*16,18*16,192,
SC_MOVE_CAMERA_TO, 44*16,5*16,92,
SC_WAIT_ON_CAMERA_STOP,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SNAP_CAMERA_TO, 94*16,5*16,
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,114*16,18*16,
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,108*16,18*16,24,
SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
SC_WAIT_ON_TIMER, 60,
SC_STOP
};
static const int *s_fmaScripts[CFmaScene::NUM_FMA_SCRIPTS]=
{
s_FMAIntroScript,
s_FMAC1EndScript,
s_FMAC2EndScript,
s_FMAC3EndScript,
s_FMAC4EndScript,
s_FMAC5EndScript,
s_FMAPlanktonScript,
};
static CFmaScene::FMA_SCRIPT_NUMBER s_chosenScript=CFmaScene::FMA_SCRIPT__INTRO;
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFmaScene::init()
{
int i;
ACTOR_DATA *actor;
CThingManager::init();
CConversation::init();
m_level=new ("FMALevel") CLevel();
if (s_chosenScript==FMA_SCRIPT__PLANKTON)
{
m_level->init(26);
}
else
{
m_level->init(25);
}
m_cameraPos.vx=30;
m_cameraPos.vy=280;
m_cameraMoving=false;
m_readyToShutdown=false;
CActorPool::Reset();
actor=m_actorData;
for(i=0;i<FMA_NUM_ACTORS;i++)
{
for (int b=0; b<2; b++)
{ // Load banks
actor->m_gfx[b]=0;
if (s_actorGraphicsData[i].m_file[b])
{
actor->m_gfx[b]=CActorPool::GetActor(s_actorGraphicsData[i].m_file[b]);
}
}
actor->m_active=false;
actor->m_animState=FMA_ANIM_IDLE;
actor->m_animLoop=0;
actor->m_animFrame=0;
actor->m_pos.vx=0;
actor->m_pos.vy=0;
actor->m_moving=false;
actor->m_facing=0;
actor++;
}
for (i=0; i<FMA_FX_COUNT; i++)
{
m_FXTable[i]=0;
}
for (i=0; i<FMA_ITEM_MAX; i++)
{
m_itemData[i].m_Actor=-1;
}
CActorPool::SetUpCache();
CActorPool::CleanUpCache();
m_frameCount=0;
m_scriptRunning=true;
m_pc=s_fmaScripts[s_chosenScript];
CFader::setFadingIn();
CSoundMediator::playSong();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFmaScene::shutdown()
{
for(int i=0;i<FMA_NUM_ACTORS;i++)
{
for (int b=0; b<2; b++)
{
if (m_actorData[i].m_gfx[b]) delete m_actorData[i].m_gfx[b];
}
}
CActorPool::Reset();
m_level->shutdown(); delete m_level;
CSoundMediator::dumpSong();
CConversation::shutdown();
CThingManager::shutdown();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFmaScene::render()
{
int i;
ACTOR_DATA *actor;
CGameScene::setCameraMtx();
CThingManager::renderAllThings();
CConversation::render();
m_level->render();
actor=m_actorData;
for(i=0;i<FMA_NUM_ACTORS;i++)
{
if(actor->m_active)
{
// need clipping here
DVECTOR pos;
pos.vx=actor->m_pos.vx-m_cameraPos.vx;
pos.vy=actor->m_pos.vy-m_cameraPos.vy;
int AnimBank=s_actorGraphicsData[i].m_anims[actor->m_animState].Bank;
int AnimNo=s_actorGraphicsData[i].m_anims[actor->m_animState].Anim;
actor->m_gfx[AnimBank]->Render(pos,AnimNo,actor->m_animFrame,actor->m_facing);
}
actor++;
}
for (i=0; i<FMA_ITEM_MAX; i++)
{
sItemData *item=&m_itemData[i];
if (item->m_Actor!=-1)
{
DVECTOR pos;
pos.vx=item->m_Pos.vx-m_cameraPos.vx;
pos.vy=item->m_Pos.vy-m_cameraPos.vy;
if (item->m_facing)
{
pos.vx-=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
}
else
{
pos.vx+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
}
pos.vy+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vy;
CGameScene::getSpriteBank()->printFT4(item->m_Frame,pos.vx,pos.vy,item->m_facing,0,OTPOS__PICKUP_POS-1);
}
}
CActorPool::CleanUpCache();
#if defined (__USER_paul__) || defined (__USER_daveo__)
FontBank *font;
char buf[20];
font=new ("Font") FontBank();
font->initialise(&standardFont);
sprintf(buf,"%d,%d",m_cameraPos.vx,m_cameraPos.vy);
font->print(400,30,buf);
font->dump();
delete font;
#endif
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFmaScene::think(int _frames)
{
#if defined (__USER_paul__) || defined (__USER_daveo__)
if (PadGetHeld(0)&PAD_L1)
{
if(PadGetHeld(0)&PAD_UP) m_cameraPos.vy-=16;
if(PadGetHeld(0)&PAD_DOWN) m_cameraPos.vy+=16;
if(PadGetHeld(0)&PAD_LEFT) m_cameraPos.vx-=16;
if(PadGetHeld(0)&PAD_RIGHT) m_cameraPos.vx+=16;
}
#endif
if(PadGetHeld(0) & PAD_START)
{ // Give player an exit option!!
m_scriptRunning=false;
m_doOtherProcessing=true;
}
if(m_scriptRunning==false&&!m_readyToShutdown)
{
startShutdown();
}
for(int i=0;i<_frames;i++)
{
if(m_scriptRunning)
{
int i;
ACTOR_DATA *actor;
actor=m_actorData;
for(i=0;i<FMA_NUM_ACTORS;i++)
{
if(actor->m_active)
{
// Move actor?
if(actor->m_moving)
{
int totalFrames,currentFrame;
totalFrames=actor->m_endMoveFrame-actor->m_startMoveFrame;
currentFrame=totalFrames-(actor->m_endMoveFrame-m_frameCount);
if(currentFrame==0)
{
actor->m_pos=actor->m_startMovePos;
}
else if(currentFrame==totalFrames)
{
actor->m_pos=actor->m_endMovePos;
actor->m_moving=false;
}
else
{
actor->m_pos.vx=actor->m_startMovePos.vx+(((actor->m_endMovePos.vx-actor->m_startMovePos.vx)*currentFrame)/totalFrames);
actor->m_pos.vy=actor->m_startMovePos.vy+(((actor->m_endMovePos.vy-actor->m_startMovePos.vy)*currentFrame)/totalFrames);
}
}
}
// Anim
actor->m_animFrame++;
int AnimBank=s_actorGraphicsData[i].m_anims[actor->m_animState].Bank;
int AnimNo=s_actorGraphicsData[i].m_anims[actor->m_animState].Anim;
int LastFrame=actor->m_gfx[AnimBank]->getFrameCount(AnimNo)-1;
if(actor->m_animFrame>=LastFrame)
{
if (actor->m_animLoop)
{ // Loop anim
actor->m_animFrame=0;
}
else
{ // hold on last frame
actor->m_animFrame=LastFrame;
}
}
actor++;
}
// Move Camera
if(m_cameraMoving)
{
int totalFrames,currentFrame;
totalFrames=m_endCameraFrame-m_startCameraFrame;
currentFrame=totalFrames-(m_endCameraFrame-m_frameCount);
if(currentFrame==0)
{
m_cameraPos=m_startCameraPos;
}
else if(currentFrame==totalFrames)
{
m_cameraPos=m_endCameraPos;
m_cameraMoving=false;
}
else
{
m_cameraPos.vx=m_startCameraPos.vx+(((m_endCameraPos.vx-m_startCameraPos.vx)*currentFrame)/totalFrames);
m_cameraPos.vy=m_startCameraPos.vy+(((m_endCameraPos.vy-m_startCameraPos.vy)*currentFrame)/totalFrames);
}
}
// Handle Item
for (i=0; i<FMA_ITEM_MAX; i++)
{
sItemData *item=&m_itemData[i];
if (item->m_Actor!=-1)
{
DVECTOR &TargetPos=m_actorData[item->m_Actor].m_pos;
DVECTOR Move;
Move.vx=TargetPos.vx-item->m_Pos.vx;
Move.vy=TargetPos.vy-item->m_Pos.vy;
item->m_Pos.vx+=Move.vx;
item->m_Pos.vy+=Move.vy;
item->m_facing=m_actorData[item->m_Actor].m_facing;
}
}
// Process script
do
{
if(!m_stillProcessingCommand)
{
startNextScriptCommand();
}
if(m_stillProcessingCommand)
{
processCurrentScriptCommand();
}
}
while(!m_doOtherProcessing);
}
m_frameCount++;
}
CThingManager::thinkAllThings(_frames);
CConversation::think(_frames);
m_level->setCameraCentre(m_cameraPos);
m_level->think(_frames);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CFmaScene::readyToShutdown()
{
return m_readyToShutdown&&!CFader::isFading();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFmaScene::selectFma(FMA_SCRIPT_NUMBER _fma)
{
s_chosenScript=_fma;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFmaScene::startShutdown()
{
CFader::setFadingOut();
GameState::setNextScene(&MapScene);
m_readyToShutdown=true;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFmaScene::startNextScriptCommand()
{
m_stillProcessingCommand=false;
m_doOtherProcessing=false;
switch(*m_pc)
{
case SC_SNAP_CAMERA_TO: // x,y
m_pc++;
m_cameraPos.vx=*m_pc++;
m_cameraPos.vy=*m_pc++;
break;
case SC_MOVE_CAMERA_TO: // x,y,frames
m_pc++;
m_cameraMoving=true;
m_startCameraPos=m_cameraPos;
m_startCameraFrame=m_frameCount;
m_endCameraPos.vx=*m_pc++;
m_endCameraPos.vy=*m_pc++;
m_endCameraFrame=m_frameCount+*m_pc++;
break;
case SC_REGISTER_CONVERSATION: // scriptId
m_pc++;
CConversation::registerConversationScript((FileEquate)*(m_pc++));
break;
case SC_WAIT_ON_TIMER: // frames
m_timer=*(m_pc+1);
m_stillProcessingCommand=true;
break;
case SC_WAIT_ON_ACTOR_STOP: // actor
m_stillProcessingCommand=true;
break;
case SC_WAIT_ON_ACTOR_ANIM: // actor
m_stillProcessingCommand=true;
break;
case SC_WAIT_ON_CAMERA_STOP: //
m_stillProcessingCommand=true;
break;
case SC_WAIT_ON_CONVERSATION: // scriptId
CConversation::trigger((FileEquate)*(m_pc+1));
m_stillProcessingCommand=true;
break;
case SC_SET_ACTOR_VISIBILITY: // actor,on/off
{
ACTOR_DATA *actor;
m_pc++;
actor=&m_actorData[*m_pc++];
actor->m_active=*m_pc++;
}
break;
case SC_SET_ACTOR_POSITION: // actor,x,y
{
ACTOR_DATA *actor;
m_pc++;
actor=&m_actorData[*m_pc++];
actor->m_pos.vx=*m_pc++;
actor->m_pos.vy=*m_pc++;
}
break;
case SC_SET_ACTOR_FACING: // actor,facing
{
ACTOR_DATA *actor;
m_pc++;
actor=&m_actorData[*m_pc++];
actor->m_facing=*m_pc++;
}
break;
case SC_SET_ACTOR_ANIM_STATE: // actor,state
{
ACTOR_DATA *actor;
m_pc++;
actor=&m_actorData[*m_pc++];
actor->m_animState=*m_pc++;
actor->m_animLoop=*m_pc++;
actor->m_animFrame=0;
}
break;
case SC_WALK_ACTOR_TO_POSITION: // actor,x,y,frames
{
ACTOR_DATA *actor;
m_pc++;
actor=&m_actorData[*m_pc++];
actor->m_startMoveFrame=m_frameCount;
actor->m_startMovePos=actor->m_pos;
actor->m_endMovePos.vx=*m_pc++;
actor->m_endMovePos.vy=*m_pc++;
actor->m_endMoveFrame=m_frameCount+*m_pc++;
actor->m_moving=true;
}
break;
case SC_CREATE_FX:
{
int FXNo;
int FXType;
DVECTOR Pos;
m_pc++;
FXNo=*m_pc++;
Pos.vx=*m_pc++;
Pos.vy=*m_pc++;
FXType=*m_pc++;
m_FXTable[FXNo]=CFX::Create((CFX::FX_TYPE)FXType,Pos);
}
break;
case SC_KILL_FX:
{
int FXNo;
m_pc++;
FXNo=*m_pc++;
m_FXTable[FXNo]->killFX();
}
break;
case SC_SET_ITEM: // item, actor, Frame
{
sItemData *item;
m_pc++;
item=&m_itemData[*m_pc++];
item->m_Frame=*m_pc++;
}
break;
case SC_CARRY_ITEM: // item, actor
{
sItemData *item;
m_pc++;
item=&m_itemData[*m_pc++];
item->m_Actor=*m_pc++;
}
break;
case SC_STOP: //
m_scriptRunning=false;
m_doOtherProcessing=true;
break;
default:
ASSERT(!"Bad script command");
break;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CFmaScene::processCurrentScriptCommand()
{
switch(*m_pc)
{
case SC_SNAP_CAMERA_TO: // x,y
case SC_MOVE_CAMERA_TO: // x,y,frames
case SC_REGISTER_CONVERSATION: // scriptId
case SC_SET_ACTOR_VISIBILITY: // actor,on/off
case SC_SET_ACTOR_POSITION: // actor,x,y
case SC_SET_ACTOR_FACING: // actor,facing
case SC_SET_ACTOR_ANIM_STATE: // actor,state
case SC_WALK_ACTOR_TO_POSITION: // actor,x,y,frames
case SC_STOP: //
ASSERT(!"Shouldn't be here..");
break;
case SC_WAIT_ON_TIMER: // frames
if(m_timer--==0)
{
m_pc+=2;
m_stillProcessingCommand=false;
}
else
{
m_doOtherProcessing=true;
}
break;
case SC_WAIT_ON_ACTOR_STOP: // actor
if(!m_actorData[*(m_pc+1)].m_moving)
{
m_pc+=2;
m_stillProcessingCommand=false;
}
else
{
m_doOtherProcessing=true;
}
break;
case SC_WAIT_ON_ACTOR_ANIM: // actor
{
int ThisActor=*(m_pc+1);
ACTOR_DATA *actor=&m_actorData[ThisActor];
int AnimBank=s_actorGraphicsData[ThisActor].m_anims[actor->m_animState].Bank;
int AnimNo=s_actorGraphicsData[ThisActor].m_anims[actor->m_animState].Anim;
int LastFrame=actor->m_gfx[AnimBank]->getFrameCount(AnimNo)-1;
if(actor->m_animFrame>=LastFrame)
{
m_pc+=2;
m_stillProcessingCommand=false;
}
else
{
m_doOtherProcessing=true;
}
}
break;
case SC_WAIT_ON_CAMERA_STOP: //
if(!m_cameraMoving)
{
m_pc++;
m_stillProcessingCommand=false;
}
else
{
m_doOtherProcessing=true;
}
break;
case SC_WAIT_ON_CONVERSATION: // scriptId
if(!CConversation::isActive())
{
m_pc+=2;
m_stillProcessingCommand=false;
}
else
{
m_doOtherProcessing=true;
}
break;
default:
ASSERT(!"Bad script command");
break;
}
}
/*===========================================================================
end */