205 lines
4.3 KiB
C++
205 lines
4.3 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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/*----------------------------------------------------------------------
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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 __VERSION_DEBUG__
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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_maxLevelCompleted=0;
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for(i=0;i<NUM_CHAPTERS*NUM_LEVELS_WITH_SPATULAS;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_spatulaCollectedFlags[i][j]=0;
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}
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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=82;
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#else
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slot->m_kelpTokensHeld=0;
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#endif
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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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}
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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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end */
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