657 lines
13 KiB
C++
657 lines
13 KiB
C++
/*=========================================================================
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gameover.cpp
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Author: PKG
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2001 Climax Development Ltd
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===========================================================================*/
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/*----------------------------------------------------------------------
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Includes
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-------- */
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#include "fma\fma.h"
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#ifndef __LEVEL_LEVEL_H__
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#include "level\level.h"
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#endif
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#ifndef __THING_THING_H__
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#include "thing\thing.h"
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#endif
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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 __MAP_MAP_H__
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#include "map\map.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 __ACTOR_HEADER__
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#include "gfx\actor.h"
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#endif
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/* Std Lib
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------- */
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/* Data
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---- */
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#ifndef __ANIM_SPONGEBOB_HEADER__
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#include "actor_spongebob_anim.h"
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#endif
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#ifndef __ANIM_MERMAIDMAN_HEADER__
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#include "actor_mermaidman_anim.h"
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#endif
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#ifndef __ANIM_BARNACLEBOY_HEADER__
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#include "actor_barnacleboy_anim.h"
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#endif
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#ifndef __ANIM_GARY_HEADER__
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#include "actor_gary_anim.h"
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#endif
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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// Available actors
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enum
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{
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ACTOR_SPONGEBOB,
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ACTOR_MM,
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ACTOR_BB,
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ACTOR_GARY,
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NUM_ACTORS
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};
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// Actor animation types
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enum
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{
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ANIM_IDLE,
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ANIM_WALK,
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NUM_ANIMS,
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};
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// Available script commands
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typedef enum
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{
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SC_SNAP_CAMERA_TO, // x,y
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SC_MOVE_CAMERA_TO, // x,y,frames
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SC_REGISTER_CONVERSATION, // scriptId
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SC_WAIT_ON_TIMER, // frames (nonblocking)
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SC_WAIT_ON_ACTOR_STOP, // actor (nonblocking)
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SC_WAIT_ON_CAMERA_STOP, // (nonblocking)
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SC_WAIT_ON_CONVERSATION, // scriptId (nonblocking)
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SC_SET_ACTOR_VISIBILITY, // actor,on/off
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SC_SET_ACTOR_POSITION, // actor,x,y
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SC_SET_ACTOR_FACING, // actor,facing
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SC_SET_ACTOR_ANIM_STATE, // actor,state
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SC_WALK_ACTOR_TO_POSITION, // actor,x,y,frames
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SC_STOP, //
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} SCRIPT_COMMAND;
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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// Data for an actors graphics
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typedef struct
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{
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FileEquate m_file;
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int m_anims[NUM_ANIMS];
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} ACTOR_GRAPHICS_DATA;
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// Actor data
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typedef struct
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{
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CActorGfx *m_gfx;
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u8 m_active;
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u8 m_animState,m_animFrame;
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DVECTOR m_pos;
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u16 m_startMoveFrame;
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DVECTOR m_startMovePos;
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u16 m_endMoveFrame;
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DVECTOR m_endMovePos;
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u8 m_moving;
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u8 m_facing;
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} ACTOR_DATA;
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/*----------------------------------------------------------------------
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Function Prototypes
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------------------- */
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/*----------------------------------------------------------------------
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Vars
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---- */
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CFmaScene FmaScene;
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// A test script..
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int s_testScript[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_CH1L1_01_DAT,
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SC_SNAP_CAMERA_TO, 0,0,
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SC_SET_ACTOR_VISIBILITY, ACTOR_SPONGEBOB,true,
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SC_SET_ACTOR_POSITION, ACTOR_SPONGEBOB,100,100,
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SC_MOVE_CAMERA_TO, 100,100,150+(60*2),
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SC_WALK_ACTOR_TO_POSITION, ACTOR_SPONGEBOB,200,100,10,
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SC_WAIT_ON_CAMERA_STOP,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_CH1L1_01_DAT,
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SC_WAIT_ON_TIMER, 60,
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SC_SET_ACTOR_ANIM_STATE, ACTOR_SPONGEBOB,ANIM_WALK,
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SC_SET_ACTOR_FACING, ACTOR_SPONGEBOB,1,
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SC_WALK_ACTOR_TO_POSITION, ACTOR_SPONGEBOB,250,200,5,
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SC_WAIT_ON_ACTOR_STOP, ACTOR_SPONGEBOB,
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SC_WAIT_ON_TIMER, 60*5,
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SC_STOP
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};
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// Actor graphics data
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const ACTOR_GRAPHICS_DATA s_actorGraphicsData[NUM_ACTORS]=
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{
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{ ACTORS_SPONGEBOB_SBK, { ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_RUN } }, // ACTOR_SPONGEBOB
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{ ACTORS_MERMAIDMAN_SBK, { ANIM_MERMAIDMAN_IDLEBREATHE, ANIM_MERMAIDMAN_IDLEBREATHE } }, // ACTOR_MM
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{ ACTORS_BARNACLEBOY_SBK, { ANIM_BARNACLEBOY_IDLEBREATHE, ANIM_BARNACLEBOY_IDLEBREATHE } }, // ACTOR_BB
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{ ACTORS_GARY_SBK, { ANIM_GARY_IDLE, ANIM_GARY_SLITHER } }, // ACTOR_GARY
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};
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ACTOR_DATA m_actorData[NUM_ACTORS];
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#include "pad\pads.h"
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#include "gfx\font.h"
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFmaScene::init()
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{
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int i;
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ACTOR_DATA *actor;
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CThingManager::init();
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CConversation::init();
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m_level=new ("FMALevel") CLevel();
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m_level->init(25);
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m_cameraPos.vx=30;
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m_cameraPos.vy=280;
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m_cameraMoving=false;
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m_readyToShutdown=false;
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CActorPool::Reset();
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actor=m_actorData;
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for(i=0;i<NUM_ACTORS;i++)
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{
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actor->m_gfx=CActorPool::GetActor(s_actorGraphicsData[i].m_file);
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actor->m_active=false;
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actor->m_animState=ANIM_IDLE;
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actor->m_animFrame=0;
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actor->m_pos.vx=0;
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actor->m_pos.vy=0;
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actor->m_moving=false;
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actor->m_facing=0;
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actor++;
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}
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CActorPool::SetUpCache();
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CActorPool::CleanUpCache();
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m_frameCount=0;
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m_scriptRunning=true;
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m_pc=s_testScript;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFmaScene::shutdown()
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{
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for(int i=0;i<NUM_ACTORS;i++)
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{
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delete m_actorData[i].m_gfx;
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}
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CActorPool::Reset();
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m_level->shutdown(); delete m_level;
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CSoundMediator::dumpSong();
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CConversation::shutdown();
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CThingManager::shutdown();
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFmaScene::render()
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{
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int i;
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ACTOR_DATA *actor;
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CThingManager::renderAllThings();
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CConversation::render();
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m_level->render();
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actor=m_actorData;
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for(i=0;i<NUM_ACTORS;i++)
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{
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if(actor->m_active)
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{
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DVECTOR pos;
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pos.vx=actor->m_pos.vx-m_cameraPos.vx;
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pos.vy=actor->m_pos.vy-m_cameraPos.vy;
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actor->m_gfx->Render(pos,s_actorGraphicsData[i].m_anims[actor->m_animState],actor->m_animFrame,actor->m_facing);
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}
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actor++;
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}
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CActorPool::CleanUpCache();
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#if defined (__USER_paul__) || defined (__USER_daveo__)
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FontBank *font;
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char buf[20];
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font=new ("Font") FontBank();
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font->initialise(&standardFont);
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sprintf(buf,"%d,%d",m_cameraPos.vx,m_cameraPos.vy);
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font->print(400,30,buf);
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font->dump();
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delete font;
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#endif
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFmaScene::think(int _frames)
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{
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#if defined (__USER_paul__) || defined (__USER_daveo__)
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if(PadGetHeld(0)&PAD_UP)
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{
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m_cameraPos.vy-=10*_frames;
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}
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else if(PadGetHeld(0)&PAD_DOWN)
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{
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m_cameraPos.vy+=10*_frames;
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}
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else if(PadGetHeld(0)&PAD_LEFT)
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{
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m_cameraPos.vx-=10*_frames;
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}
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else if(PadGetHeld(0)&PAD_RIGHT)
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{
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m_cameraPos.vx+=10*_frames;
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}
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#endif
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if(m_scriptRunning==false&&PadGetDown(0)&(PAD_CROSS|PAD_START))
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{
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startShutdown();
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}
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for(int i=0;i<_frames;i++)
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{
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if(m_scriptRunning)
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{
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int i;
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ACTOR_DATA *actor;
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actor=m_actorData;
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for(i=0;i<NUM_ACTORS;i++)
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{
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if(actor->m_active)
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{
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// Move actor?
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if(actor->m_moving)
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{
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int totalFrames,currentFrame;
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totalFrames=actor->m_endMoveFrame-actor->m_startMoveFrame;
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currentFrame=totalFrames-(actor->m_endMoveFrame-m_frameCount);
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if(currentFrame==0)
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{
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actor->m_pos=actor->m_startMovePos;
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}
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else if(currentFrame==totalFrames)
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{
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actor->m_pos=actor->m_endMovePos;
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actor->m_moving=false;
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}
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else
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{
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actor->m_pos.vx=actor->m_startMovePos.vx+(((actor->m_endMovePos.vx-actor->m_startMovePos.vx)*currentFrame)/totalFrames);
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actor->m_pos.vy=actor->m_startMovePos.vy+(((actor->m_endMovePos.vy-actor->m_startMovePos.vy)*currentFrame)/totalFrames);
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}
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}
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}
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// Anim
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actor->m_animFrame++;
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if(actor->m_animFrame>=actor->m_gfx->getFrameCount(s_actorGraphicsData[i].m_anims[actor->m_animState]))
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{
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actor->m_animFrame=0;
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}
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actor++;
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}
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// Move Camera
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if(m_cameraMoving)
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{
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int totalFrames,currentFrame;
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totalFrames=m_endCameraFrame-m_startCameraFrame;
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currentFrame=totalFrames-(m_endCameraFrame-m_frameCount);
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if(currentFrame==0)
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{
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m_cameraPos=m_startCameraPos;
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}
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else if(currentFrame==totalFrames)
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{
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m_cameraPos=m_endCameraPos;
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m_cameraMoving=false;
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}
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else
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{
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m_cameraPos.vx=m_startCameraPos.vx+(((m_endCameraPos.vx-m_startCameraPos.vx)*currentFrame)/totalFrames);
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m_cameraPos.vy=m_startCameraPos.vy+(((m_endCameraPos.vy-m_startCameraPos.vy)*currentFrame)/totalFrames);
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}
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}
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// Process script
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do
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{
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if(!m_stillProcessingCommand)
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{
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startNextScriptCommand();
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}
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if(m_stillProcessingCommand)
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{
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processCurrentScriptCommand();
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}
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}
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while(!m_doOtherProcessing);
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}
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m_frameCount++;
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}
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CThingManager::thinkAllThings(_frames);
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CConversation::think(_frames);
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m_level->setCameraCentre(m_cameraPos);
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m_level->think(_frames);
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CFmaScene::readyToShutdown()
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{
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return m_readyToShutdown;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFmaScene::startShutdown()
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{
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GameState::setNextScene(&MapScene);
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m_readyToShutdown=true;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFmaScene::startNextScriptCommand()
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{
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m_stillProcessingCommand=false;
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m_doOtherProcessing=false;
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switch(*m_pc)
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{
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case SC_SNAP_CAMERA_TO: // x,y
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m_pc++;
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m_cameraPos.vx=*m_pc++;
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m_cameraPos.vy=*m_pc++;
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break;
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case SC_MOVE_CAMERA_TO: // x,y,frames
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m_pc++;
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m_cameraMoving=true;
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m_startCameraPos=m_cameraPos;
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m_startCameraFrame=m_frameCount;
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m_endCameraPos.vx=*m_pc++;
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m_endCameraPos.vy=*m_pc++;
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m_endCameraFrame=m_frameCount+*m_pc++;
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break;
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case SC_REGISTER_CONVERSATION: // scriptId
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m_pc++;
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CConversation::registerConversationScript((FileEquate)*(m_pc++));
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break;
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case SC_WAIT_ON_TIMER: // frames
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m_timer=*(m_pc+1);
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m_stillProcessingCommand=true;
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break;
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case SC_WAIT_ON_ACTOR_STOP: // actor
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m_stillProcessingCommand=true;
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break;
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case SC_WAIT_ON_CAMERA_STOP: //
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m_stillProcessingCommand=true;
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break;
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case SC_WAIT_ON_CONVERSATION: // scriptId
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CConversation::trigger((FileEquate)*(m_pc+1));
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m_stillProcessingCommand=true;
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break;
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case SC_SET_ACTOR_VISIBILITY: // actor,on/off
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{
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ACTOR_DATA *actor;
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m_pc++;
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actor=&m_actorData[*m_pc++];
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actor->m_active=*m_pc++;
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}
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break;
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case SC_SET_ACTOR_POSITION: // actor,x,y
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{
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ACTOR_DATA *actor;
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m_pc++;
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actor=&m_actorData[*m_pc++];
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actor->m_pos.vx=*m_pc++;
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actor->m_pos.vy=*m_pc++;
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}
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break;
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case SC_SET_ACTOR_FACING: // actor,facing
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{
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ACTOR_DATA *actor;
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m_pc++;
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actor=&m_actorData[*m_pc++];
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actor->m_facing=*m_pc++;
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}
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break;
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case SC_SET_ACTOR_ANIM_STATE: // actor,state
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{
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ACTOR_DATA *actor;
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m_pc++;
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actor=&m_actorData[*m_pc++];
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actor->m_animState=*m_pc++;
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}
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break;
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case SC_WALK_ACTOR_TO_POSITION: // actor,x,y,frames
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{
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ACTOR_DATA *actor;
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m_pc++;
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actor=&m_actorData[*m_pc++];
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actor->m_startMoveFrame=m_frameCount;
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actor->m_startMovePos=actor->m_pos;
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actor->m_endMovePos.vx=*m_pc++;
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actor->m_endMovePos.vy=*m_pc++;
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actor->m_endMoveFrame=m_frameCount+*m_pc++;
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actor->m_moving=true;
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}
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break;
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case SC_STOP: //
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m_scriptRunning=false;
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m_doOtherProcessing=true;
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break;
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default:
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ASSERT(!"Bad script command");
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break;
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CFmaScene::processCurrentScriptCommand()
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{
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switch(*m_pc)
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{
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case SC_SNAP_CAMERA_TO: // x,y
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case SC_MOVE_CAMERA_TO: // x,y,frames
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case SC_REGISTER_CONVERSATION: // scriptId
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case SC_SET_ACTOR_VISIBILITY: // actor,on/off
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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_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 */ |