322 lines
7.8 KiB
C++
322 lines
7.8 KiB
C++
/*=========================================================================
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gameslot.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 "game\gameslot.h"
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#ifndef __SYSTEM_DBG_H__
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#include "system\dbg.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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// Level data include files:
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#include <CHAPTER01_LEVEL01_INF.h>
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#include <CHAPTER01_LEVEL02_INF.h>
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#include <CHAPTER01_LEVEL03_INF.h>
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#include <CHAPTER01_LEVEL04_INF.h>
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#include <CHAPTER02_LEVEL01_INF.h>
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#include <CHAPTER02_LEVEL02_INF.h>
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#include <CHAPTER02_LEVEL03_INF.h>
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#include <CHAPTER02_LEVEL04_INF.h>
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#include <CHAPTER03_LEVEL01_INF.h>
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#include <CHAPTER03_LEVEL02_INF.h>
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#include <CHAPTER03_LEVEL03_INF.h>
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#include <CHAPTER03_LEVEL04_INF.h>
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#include <CHAPTER04_LEVEL01_INF.h>
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#include <CHAPTER04_LEVEL02_INF.h>
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#include <CHAPTER04_LEVEL03_INF.h>
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#include <CHAPTER04_LEVEL04_INF.h>
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#include <CHAPTER05_LEVEL01_INF.h>
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#include <CHAPTER05_LEVEL02_INF.h>
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#include <CHAPTER05_LEVEL03_INF.h>
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#include <CHAPTER05_LEVEL04_INF.h>
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#include <CHAPTER06_LEVEL01_INF.h>
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#include <CHAPTER06_LEVEL02_INF.h>
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#include <CHAPTER06_LEVEL03_INF.h>
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#include <CHAPTER06_LEVEL04_INF.h>
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#include <CHAPTER06_LEVEL05_INF.h>
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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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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CGameSlotManager::GameSlot CGameSlotManager::s_gameSlots[4];
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CGameSlotManager::GameSlot *CGameSlotManager::s_currentGameSlot=0;
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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 CGameSlotManager::init()
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{
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int i;
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for(i=0;i<NUM_GAME_SLOTS;i++)
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{
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eraseGameSlot(i);
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}
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setActiveSlot(0);
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#ifdef __USER_CDBUILD__
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s_gameSlots[0].m_isInUse=true;
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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 CGameSlotManager::setActiveSlot(unsigned int _slot)
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{
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ASSERT(_slot<=NUM_GAME_SLOTS);
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s_currentGameSlot=&s_gameSlots[_slot];
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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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CGameSlotManager::GameSlot *CGameSlotManager::getSlotData()
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{
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ASSERT(s_currentGameSlot!=0);
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return s_currentGameSlot;
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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 CGameSlotManager::setSlotData(GameSlot *_data)
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{
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ASSERT(s_currentGameSlot!=0);
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*s_currentGameSlot=*_data;
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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 CGameSlotManager::eraseGameSlot(unsigned int _slot)
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{
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ASSERT(_slot<=NUM_GAME_SLOTS);
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GameSlot *slot;
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int i,j;
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slot=&s_gameSlots[_slot];
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slot->m_isInUse=false;
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slot->m_lives=INITIAL_LIVES;
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slot->m_continues=INITIAL_CONTINUES;
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slot->m_hasSeenOpeningFMA=false;
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// Clear spatula and kelp token flags
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for(i=0;i<NUM_CHAPTERS*NUM_LEVELS_WITH_SPATULAS;i++)
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{
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slot->m_spatulaCollectedCounts[i]=0;
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}
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for(i=0;i<NUM_CHAPTERS;i++)
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{
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for(j=0;j<16;j++)
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{
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slot->m_kelpTokenCollectedFlags[i][j]=0;
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}
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}
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#ifdef __USER_paul__
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slot->m_kelpTokensHeld=125;
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#else
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slot->m_kelpTokensHeld=0;
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#endif
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// No party items held yet
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for(i=0;i<CShopScene::NUM_SHOP_ITEM_IDS;i++)
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{
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slot->m_partyItemsHeld[i]=false;
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}
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// Mark all levels except first as NOT_OPEN
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// On a non-cd build, everything starts as open
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slot->m_levelCompletionState[0]=LEVELCOMPETESTATE_OPEN;
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for(i=1;i<NUM_CHAPTERS*(NUM_LEVELS_PER_CHAPTER_WITH_QUEST_ITEMS+NUM_BONUS_LEVELS_PER_CHAPTER);i++)
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{
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slot->m_levelCompletionState[i]=LEVELCOMPETESTATE_NOT_OPEN;
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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 CGameSlotManager::copyGameSlot(unsigned int _src,unsigned int _dest)
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{
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ASSERT(_src<=NUM_GAME_SLOTS);
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ASSERT(_dest<=NUM_GAME_SLOTS);
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s_gameSlots[_dest]=s_gameSlots[_src];
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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 CGameSlotManager::setSlotData(int _slot,GameSlot *_data)
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{
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ASSERT(_slot<=NUM_GAME_SLOTS);
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s_gameSlots[_slot]=*_data;
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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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CGameSlotManager::GameSlot CGameSlotManager::getSlotData(int _slot)
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{
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ASSERT(_slot<=NUM_GAME_SLOTS);
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return s_gameSlots[_slot];
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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: 0..3
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---------------------------------------------------------------------- */
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int CGameSlotManager::getNumberOfFrontendScreenToUse()
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{
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int bestSoFar;
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GameSlot *slot;
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int i;
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bestSoFar=0;
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slot=s_gameSlots;
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for(i=0;i<NUM_GAME_SLOTS&&bestSoFar<3;i++)
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{
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int bestForThisSlot=0;
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if(slot->m_isInUse)
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{
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// All normal levels completed? ( screen 1 )
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if(slot->hasQustItemBeenCollected(5-1,4-1))
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{
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bestForThisSlot=1;
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// ..and bought all party items? ( screen 2 )
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int j;
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for(j=CShopScene::NUM_SHOP_ITEM_IDS;j>0&&slot->isPartyItemHeld(j);j--);
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if(j==0)
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{
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bestForThisSlot=2;
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// ..and collected all spats? ( screen 3 )
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int count,c,l;
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count=0;
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for(c=0;c<5;c++)
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{
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for(l=0;l<4;l++)
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{
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count+=slot->getSpatulaCollectedCount(c,l);
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}
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}
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if(count==CHAPTER01_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER01_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER01_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER01_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER02_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER02_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER02_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER02_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER03_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER03_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER03_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER03_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER04_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER04_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER04_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER04_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER05_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER05_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER05_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA+
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CHAPTER05_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA)
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{
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bestForThisSlot=3;
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}
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}
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}
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// Is this slot better than the others?
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if(bestForThisSlot>bestSoFar)
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{
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bestSoFar=bestForThisSlot;
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}
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}
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slot++;
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}
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return bestSoFar;
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}
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/*===========================================================================
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end */
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