629 lines
14 KiB
C++
629 lines
14 KiB
C++
/**********************/
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/*** Main Game File ***/
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/**********************/
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#include "system\global.h"
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#include "fileio\fileio.h"
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#include "pad\pads.h"
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#include "system\vid.h"
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#include "gfx\prim.h"
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#include "utils\utils.h"
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#include "level\level.h"
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#include "game\game.h"
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#include "system\gstate.h"
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#include "gfx\font.h"
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#include "gfx\fdata.h"
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#ifndef __GAME_CONVO_H__
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#include "game\convo.h"
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#endif
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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#include "player\demoplay.h"
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#ifndef __ENEMY_NPC_H__
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#include "enemy\npc.h"
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#endif
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#ifndef __FRIEND_FRIEND_H__
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#include "friend\friend.h"
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#endif
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#ifndef __PLATFORM_PLATFORM_H__
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#include "platform\platform.h"
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#endif
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#ifndef __HAZARD_HAZARD_H__
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#include "hazard\hazard.h"
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#endif
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#ifndef __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.h"
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#endif
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#ifndef __JELLFISH_JELLFISH_H__
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#include "jellfish\jellfish.h"
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#endif
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#ifndef __GFX_FADER_H__
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#include "gfx\fader.h"
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#endif
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#ifndef __GFX_BUBICLES__
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#include "gfx\bubicles.h"
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#endif
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#ifndef __SPR_SPRITES_H__
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#include <sprites.h>
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#endif
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#ifndef _ANIMTEX_HEADER_
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#include "gfx\animtex.h"
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#endif
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#ifndef __GAME_PAUSE_H__
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#include "game\pause.h"
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#endif
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#ifndef __FRONTEND_FRONTEND_H__
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#include "frontend\frontend.h"
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#endif
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#ifndef __SOUND_SOUND_H__
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#include "sound\sound.h"
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#endif
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#ifndef __MAP_MAP_H__
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#include "map\map.h"
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#endif
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#ifndef __SHOP_SHOP_H__
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#include "shop\shop.h"
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#endif
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#ifndef __FMA_FMA_H__
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#include "fma\fma.h"
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#endif
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#ifndef __GAME_GAMESLOT_H__
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#include "game\gameslot.h"
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#endif
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#ifndef __GAME_HEALTH_MANAGER_H__
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#include "game\healthman.h"
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#endif
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#include "gfx\actor.h"
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int RenderZ=378;//256; Increased to make depth less, and SB more visible
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/*****************************************************************************/
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FontBank *CGameScene::s_genericFont;
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SpriteBank *CGameScene::s_GlobalSpritebank;
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CLayerCollision *CGameScene::s_GlobalCollision;
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CHealthManager *CGameScene::m_HealthManager;
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MATRIX CGameScene::CamMtx;
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/*****************************************************************************/
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CGameScene::ACTOR_TYPE CGameScene::actorType[40] =
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{
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ACTOR_PLAYER, //SpongeBob=0
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ACTOR_FRIEND_NPC, //BarnacleBoy=1
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ACTOR_FRIEND_NPC, //Gary=2
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ACTOR_FRIEND_NPC, //Krusty=3
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ACTOR_FRIEND_NPC, //MermaidMan=4
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ACTOR_FRIEND_NPC, //Patrick=5
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ACTOR_FRIEND_NPC, //Sandy=6
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ACTOR_FRIEND_NPC, //Squidward=7
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ACTOR_FRIEND_NPC, //Plankton=8
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ACTOR_UNKNOWN,
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ACTOR_ENEMY_NPC, //SmallJellyfish-Level1=10
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ACTOR_ENEMY_NPC, //SmallJellyfish-Level2=11
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ACTOR_ENEMY_NPC, //Motherjellyfish=12
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ACTOR_ENEMY_NPC, //Anenome-Level1=13
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ACTOR_ENEMY_NPC, //SpikeyAnenome=14
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ACTOR_ENEMY_NPC, //Anenome-Level3=15
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ACTOR_ENEMY_NPC, //BabyOctopus=16
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ACTOR_ENEMY_NPC, //Ballblob=17
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ACTOR_ENEMY_NPC, //Boogermonster=18
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ACTOR_ENEMY_NPC, //Caterpillar=19
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ACTOR_ENEMY_NPC, //Clam-Level1=20
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ACTOR_ENEMY_NPC, //Clam-Level2=21
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ACTOR_ENEMY_NPC, //Eyeball=22
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ACTOR_ENEMY_NPC, //Flamingskull=23
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ACTOR_ENEMY_NPC, //FlyingDutchman=24
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ACTOR_ENEMY_NPC, //Ghost=25
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ACTOR_ENEMY_NPC, //GiantWorm=26
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ACTOR_ENEMY_NPC, //HermitCrab=27
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ACTOR_ENEMY_NPC, //IronDogFish=28
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ACTOR_ENEMY_NPC, //PuffaFish=29
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ACTOR_ENEMY_NPC, //SeaSnake=30
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ACTOR_ENEMY_NPC, //Sharkman=31
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ACTOR_ENEMY_NPC, //SharkSub=32
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ACTOR_ENEMY_NPC, //Skeletalfish=33
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ACTOR_ENEMY_NPC, //SpiderCrab=34
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ACTOR_ENEMY_NPC, //Squiddart=35
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ACTOR_ENEMY_NPC, //Stomper=36
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ACTOR_ENEMY_NPC, //DustDevil=37
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ACTOR_ENEMY_NPC, //SiderCrabSpawner=38
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ACTOR_ENEMY_NPC, //Shell=39
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};
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/*****************************************************************************/
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int s_globalLevelSelectThing=0;
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int CGameScene::s_readyToExit;
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int CGameScene::s_levelFinished;
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#ifdef __VERSION_DEBUG__
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int CGameScene::s_skipToNextLevel;
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#endif
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int CGameScene::s_restartLevel;
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int CGameScene::s_bossHasBeenKilled;
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/*****************************************************************************/
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CGameScene GameScene;
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/*****************************************************************************/
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void CGameScene::init()
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{
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// Setup Constant Camera Matrix
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SetIdentTrans(&CamMtx,0,0,RenderZ);
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SetGeomScreen(RenderZ);
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SetTransMatrix(&CamMtx);
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s_genericFont=new ("CGameScene::Init") FontBank();
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s_genericFont->initialise( &standardFont );
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s_genericFont->setColour( 255, 255 , 0 );
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m_scalableFont=new ("CountdownTimer") ScalableFontBank();
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m_scalableFont->initialise(&standardFont);
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m_scalableFont->setColour(255,255,255);
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m_scalableFont->setScale(511);
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VidSetClearScreen(0);
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m_pauseMenu=new ("Pause Menu") CPauseMenu();
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m_pauseMenu->init();
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m_HealthManager= new ("Health Manager") CHealthManager();
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m_HealthManager->init();
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s_readyToExit=false;
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s_restartLevel=false;
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CFader::setFadingIn();
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initLevel();
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m_gamestate=GAMESTATE_SHOWING_LIVES;
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m_showingLivesTimer=0;
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}
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/*****************************************************************************/
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// This is a seperate funtion ( and virtual ) so that we can overload it for
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// the demo mode (pkg)
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// NB: This function should *only* include the new function - Don't add anything else here!
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void CGameScene::createPlayer()
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{
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m_player=new ("player") CPlayer();
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m_player->setThingSubType(0);
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}
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// This is also to be overloaded for demomode.. to stop the pause menu appearing
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int CGameScene::canPause()
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{
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return m_gamestate==GAMESTATE_PLAYING;
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}
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/*****************************************************************************/
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void CGameScene::shutdown()
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{
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shutdownLevel();
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m_pauseMenu->shutdown(); delete m_pauseMenu;
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m_scalableFont->dump(); delete m_scalableFont;
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s_genericFont->dump(); delete s_genericFont;
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m_HealthManager->shutdown();delete m_HealthManager;
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}
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/*****************************************************************************/
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void CGameScene::render()
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{
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switch(m_gamestate)
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{
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case GAMESTATE_SHOWING_LIVES:
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render_showing_lives();
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break;
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case GAMESTATE_PLAYING:
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render_playing();
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break;
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}
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}
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/*****************************************************************************/
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void CGameScene::render_showing_lives()
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{
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int colour;
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POLY_F4 *f4;
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POLY_FT3 *ft3;
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colour=m_showingLivesTimer-TIME_TO_DISPLAY_LIVES_COUNT;
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if(colour<0)
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{
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colour=0;
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}
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else
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{
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colour*=SPEED_OF_FADE;
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if(colour>255)
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{
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colour=255;
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}
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}
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colour=255-colour;
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// Text
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s_genericFont->setJustification(FontBank::JUST_CENTRE);
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s_genericFont->setColour(colour,colour,colour);
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s_genericFont->setTrans(1);
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s_genericFont->setSMode(1);
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s_genericFont->print(256,50,"Now entering:");
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s_genericFont->print(256,80,Level.getChapterLoadingText());
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s_genericFont->print(256,100,Level.getLevelLoadingText());
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s_genericFont->print(256,140,"Lives x 5");
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// Black background
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f4=GetPrimF4();
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setXYWH(f4,0,0,512,256);
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setRGB0(f4,colour,colour,colour);
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setShadeTex(f4,0);
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setSemiTrans(f4,1);
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AddPrimToList(f4,0);
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ft3=GetPrimFT3();
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setPolyFT3(ft3);
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setShadeTex(ft3,1);
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setSemiTrans(ft3,1);
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ft3->tpage=2<<5;
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setXY3(ft3,512,512,512,512,512,512);
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AddPrimToList(ft3,0);
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render_playing();
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}
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/*****************************************************************************/
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void CGameScene::render_playing()
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{
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// CamMtx.t[2]=ZPos; // Temp
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if(m_levelHasTimer)
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{
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int timerValue;
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char buf[10];
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timerValue=m_timer/55;
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if(timerValue<0)timerValue=0;
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sprintf(buf,"%d",timerValue);
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m_scalableFont->print(VidGetScrW()/2,30,buf);
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}
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m_pauseMenu->render();
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CConversation::render();
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CThingManager::renderAllThings();
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SetIdentTrans(&CamMtx,0,0,RenderZ);
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SetGeomScreen(RenderZ);
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SetRotMatrix(&CamMtx);
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SetTransMatrix(&CamMtx);
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Level.render();
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m_HealthManager->render();
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CActorPool::CleanUpCache();
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}
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/*****************************************************************************/
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void CGameScene::think(int _frames)
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{
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switch(m_gamestate)
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{
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case GAMESTATE_SHOWING_LIVES:
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think_showing_lives(_frames);
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break;
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case GAMESTATE_PLAYING:
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think_playing(_frames);
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break;
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}
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}
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/*****************************************************************************/
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void CGameScene::think_showing_lives(int _frames)
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{
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if(m_showingLivesTimer==0)
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{
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think_playing(0);
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}
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else if((m_showingLivesTimer-TIME_TO_DISPLAY_LIVES_COUNT)*SPEED_OF_FADE>128)
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{
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think_playing(_frames);
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}
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if(PadGetDown(0)&PAD_CROSS&&m_showingLivesTimer<TIME_TO_DISPLAY_LIVES_COUNT)
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{
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m_showingLivesTimer=TIME_TO_DISPLAY_LIVES_COUNT;
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m_player->ignoreNewlyPressedButtonsOnPadThisThink();
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}
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if(_frames>2)
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{
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_frames=2;
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}
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m_showingLivesTimer+=_frames;
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if((m_showingLivesTimer-TIME_TO_DISPLAY_LIVES_COUNT)*SPEED_OF_FADE>255)
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{
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m_gamestate=GAMESTATE_PLAYING;
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}
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}
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/*****************************************************************************/
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void CGameScene::think_playing(int _frames)
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{
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if(s_readyToExit)
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{
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return;
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}
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// Auto-timer stuff
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if(m_levelHasTimer)
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{
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m_timer-=_frames;
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if(m_timer<0)
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{
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s_levelFinished=true;
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}
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}
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if(s_levelFinished)
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{
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// Do the gameslot stuff..
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CGameSlotManager::GameSlot *gameSlot;
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int level,chapter;
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int openNextLevel,levelToOpen,chapterToOpen;
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gameSlot=CGameSlotManager::getSlotData();
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level=getLevelNumber();
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chapter=getChapterNumber();
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// Open next level?
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gameSlot->levelHasBeenCompleted(chapter-1,level-1);
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if(level!=5&& // Don't open any levels after finishing a bonus level
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!(level==4&&chapter==5)) // Don't open any levels after finishing final level
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{
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if(level!=4)
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{
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// Open next level in this chapter..
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levelToOpen=level+1;
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chapterToOpen=chapter;
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}
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else
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{
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// Open first level in next chapter
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levelToOpen=1;
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chapterToOpen=chapter+1;
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}
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gameSlot->levelIsNowOpen(chapterToOpen-1,levelToOpen-1);
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CMapScene::setLevelToStartOn(chapterToOpen-1,levelToOpen-1);
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}
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// New hi-spatula-count?
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if(m_player->getSpatulasHeld()>gameSlot->getSpatulaCollectedCount(chapter-1,level-1))
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{
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gameSlot->setSpatulaCollectedCount(chapter-1,level-1,m_player->getSpatulasHeld(),getTotalSpatCountForThisLevel());
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}
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// Level finished - go to map or fma
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CFmaScene::FMA_SCRIPT_NUMBER fma;
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fma=Level.getFMAToFollow();
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if(fma!=CFmaScene::FMA_SCRIPT__NONE)
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{
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FmaScene.selectFma(fma);
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GameState::setNextScene(&FmaScene);
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}
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else if(level==5)
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{
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if(chapter==5)
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{
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ShopScene.setGotoPartyScreen();
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}
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GameState::setNextScene(&ShopScene);
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}
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else
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{
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GameState::setNextScene(&MapScene);
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}
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s_readyToExit=true;
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s_levelFinished=false;
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CFader::setFadingOut();
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}
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#ifdef __VERSION_DEBUG__
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else if(s_skipToNextLevel)
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{
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// Skip to next level
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bool Finished=Level.GetNextLevel(s_globalLevelSelectThing);
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shutdownLevel();
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initLevel();
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s_skipToNextLevel=false;
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}
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#endif
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else if (s_restartLevel)
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{
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if(m_player->getLivesLeft()!=0)
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{
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respawnLevel();
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}
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else
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{
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s_readyToExit=true;
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GameState::setNextScene(&FrontEndScene);
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CFader::setFadingOut();
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}
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s_restartLevel=false;
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}
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if(!m_pauseMenu->isActive()&&PadGetDown(0)&PAD_START&&canPause())
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{
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m_pauseMenu->select();
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}
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// Conversation think ( with pad debounce stuff.. )
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if(CConversation::isActive())m_player->ignoreNewlyPressedButtonsOnPadThisThink();
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CConversation::think(_frames);
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// Pause menu think ( with pad debounce stuff.. )
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if(m_pauseMenu->isActive())m_player->ignoreNewlyPressedButtonsOnPadThisThink();
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m_pauseMenu->think(_frames);
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if(!CConversation::isActive()&&!m_pauseMenu->isActive())
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{
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DVECTOR camPos;
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CJellyfishGenerator::think( _frames, &Level );
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CThingManager::thinkAllThings(_frames);
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camPos=m_player->getCameraPos();
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CBubicleFactory::setMapOffset(&camPos);
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Level.setCameraCentre(camPos);
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Level.think(_frames);
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m_HealthManager->think(_frames);
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m_HealthManager->checkPlayerCol(getPlayer());
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#ifdef __VERSION_DEBUG__
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if(PadGetDown(0)&PAD_R2)
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{
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s_skipToNextLevel=true;
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}
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#endif
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}
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}
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/*****************************************************************************/
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int CGameScene::readyToShutdown()
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{
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return s_readyToExit&&!CFader::isFading();
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}
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/*****************************************************************************/
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CPlayer * CGameScene::getPlayer()
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{
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return( m_player );
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}
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/*****************************************************************************/
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int CGameScene::getChapterNumber()
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{
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return Level.getCurrentChapter();
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}
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int CGameScene::getLevelNumber()
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{
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return Level.getCurrentChapterLevel();
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}
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int CGameScene::getTotalSpatCountForThisLevel()
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{
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return Level.getTotalSpatCount();
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}
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/*****************************************************************************/
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void CGameScene::respawnLevel()
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{
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m_player->respawn();
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Level.respawnLevel();
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m_gamestate=GAMESTATE_SHOWING_LIVES;
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m_showingLivesTimer=0;
|
|
}
|
|
|
|
|
|
/*****************************************************************************/
|
|
void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing )
|
|
{
|
|
CThingManager::processEventAllThings(evt, sourceThing);
|
|
}
|
|
|
|
|
|
/*****************************************************************************/
|
|
void CGameScene::setReadyToExit()
|
|
{
|
|
s_readyToExit=true;
|
|
GameState::setNextScene(&FrontEndScene);
|
|
CFader::setFadingOut();
|
|
}
|
|
|
|
|
|
/*****************************************************************************/
|
|
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();
|
|
if(getLevelNumber()==5)
|
|
{
|
|
m_player->setCanExitLevelNow();
|
|
}
|
|
DVECTOR mapSize=Level.getMapSize();
|
|
CPlayer::CameraBox camBox={0,0,mapSize.vx<<4,mapSize.vy<<4};
|
|
m_player->setCameraBox(camBox);
|
|
|
|
s_bossHasBeenKilled=false;
|
|
|
|
if(getLevelNumber()==5&&getChapterNumber()==2)
|
|
{
|
|
m_levelHasTimer=true;
|
|
m_timer=30*55;
|
|
}
|
|
else
|
|
{
|
|
m_levelHasTimer=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::dropHealth(DVECTOR &Pos,int Amount,int Vel)
|
|
{
|
|
m_HealthManager->drop(Pos,Amount,Vel);
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CGameScene::shutdownLevel()
|
|
{
|
|
CSoundMediator::dumpSong();
|
|
CConversation::shutdown();
|
|
CThingManager::shutdown();
|
|
Level.shutdown();
|
|
}
|
|
|
|
/*****************************************************************************/ |