350 lines
8.0 KiB
C++
350 lines
8.0 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 __ENEMY_NPLATFRM_H__
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#include "enemy\nplatfrm.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 __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 __PICKUPS_PICKUP_H__
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#include "pickups\pickup.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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#include "gfx\actor.h"
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int RenderZ=256;
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/*****************************************************************************/
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FontBank *CGameScene::s_genericFont;
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MATRIX CGameScene::CamMtx;
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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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/*****************************************************************************/
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CGameScene GameScene;
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/*****************************************************************************/
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void CGameScene::AspectCorrectCamera()
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{
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const s32 Scale = (512<<12)/(256);
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CamMtx.m[0][0] = ((s32)CamMtx.m[0][0] * Scale)>>12;
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CamMtx.m[0][1] = ((s32)CamMtx.m[0][1] * Scale)>>12;
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CamMtx.m[0][2] = ((s32)CamMtx.m[0][2] * Scale)>>12;
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CamMtx.t[0] = (CamMtx.t[0] * Scale)>>12;
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}
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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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// SetIdentNoTrans(&CamMtx);
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// CamMtx.t[2]=ZPos;
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// AspectCorrectCamera();
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// SetRotMatrix(&CamMtx);
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// SetTransMatrix(&CamMtx);
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SetGeomScreen(RenderZ);
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CamMtx.t[2]=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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VidSetClearScreen(0);
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m_pauseMenu=new ("Pause Menu") CPauseMenu();
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m_pauseMenu->init();
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s_readyToExit=false;
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CFader::setFadingIn();
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initLevel();
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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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}
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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 true;
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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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CSoundMediator::dumpSong();
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m_pauseMenu->shutdown(); delete m_pauseMenu;
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s_genericFont->dump(); delete s_genericFont;
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}
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/*****************************************************************************/
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void CGameScene::render()
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{
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// CamMtx.t[2]=ZPos; // Temp
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m_pauseMenu->render();
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CConversation::render();
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CThingManager::renderAllThings();
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Level.render();
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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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//#ifdef __USER_paul__
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// if(!CConversation::isActive()&&PadGetDown(0)&PAD_START)
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// {
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// CConversation::trigger(SCRIPTS_SPEECHTEST_DAT);
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// }
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//#endif
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if(s_readyToExit)
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{
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// Temporarily.. exiting game scene always goes back to the front end (pkg)
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GameState::setNextScene(&FrontEndScene);
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}
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else if(s_levelFinished)
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{
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s_globalLevelSelectThing++;
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/*BODGE*/ s_globalLevelSelectThing&=1;;
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shutdownLevel();
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initLevel();
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s_levelFinished=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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/* if (!s_levelFinished) */CConversation::think(_frames);
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/* if (!s_levelFinished) */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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/* if (!s_levelFinished) */CThingManager::thinkAllThings(_frames);
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/* if (!s_levelFinished) */camPos=m_player->getCameraPos();
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/* if (!s_levelFinished) */CBubicleFactory::setMapOffset(&camPos);
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/* if (!s_levelFinished) */Level.setCameraCentre(camPos);
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/* if (!s_levelFinished) */Level.think(_frames);
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if(PadGetDown(0)&PAD_R2)
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{
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levelFinished();
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}
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}
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// s_levelFinished=false;
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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;
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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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void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing )
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{
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CThingManager::processEventAllThings(evt, sourceThing);
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}
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/*****************************************************************************/
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void CGameScene::initLevel()
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{
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printf("InitLevel\n");
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CThingManager::init();
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CConversation::init();
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CConversation::registerConversationScript(SCRIPTS_SPEECHTEST_DAT); // Register one script for testing..
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s_levelFinished=false;
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Level.init(s_globalLevelSelectThing);
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createPlayer();
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m_player->setRespawnPos(Level.getPlayerSpawnPos());
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m_player->init();
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m_player->setLayerCollision(Level.getCollisionLayer());
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m_player->setMapSize(Level.getMapSize());
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// Init actors (needs moving and tidying
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int pointNum;
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int actorNum;
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int platformNum;
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sThingActor **actorList = Level.getActorList();
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if (actorList)
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{
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for ( actorNum = 0 ; actorNum < Level.getActorCount() ; actorNum++ )
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{
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sThingActor *ThisActor=actorList[actorNum];
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CActorPool::ACTOR_TYPE actorType = CActorPool::getActorType( actorList[actorNum]->Type );
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switch ( actorType )
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{
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case CActorPool::ACTOR_ENEMY_NPC:
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{
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CNpcEnemy *enemy;
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enemy=CNpcEnemy::Create(ThisActor);
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enemy->setLayerCollision( Level.getCollisionLayer() );
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enemy->setupWaypoints( ThisActor );
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enemy->postInit();
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}
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break;
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default:
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break;
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}
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}
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}
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sThingPlatform **platformList = Level.getPlatformList();
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if (platformList)
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{
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for ( platformNum = 0 ; platformNum < Level.getPlatformCount() ; platformNum++ )
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{
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CNpcPlatform *platform;
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platform = new ("platform") CNpcPlatform;
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ASSERT(platform);
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platform->setTypeFromMapEdit( platformList[platformNum]->Type );
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u16 *PntList=(u16*)MakePtr(platformList[platformNum],sizeof(sThingPlatform));
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u16 newXPos, newYPos;
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newXPos = (u16) *PntList;
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PntList++;
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newYPos = (u16) *PntList;
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PntList++;
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DVECTOR startPos;
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startPos.vx = newXPos << 4;
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startPos.vy = newYPos << 4;
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platform->init( startPos );
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platform->setLayerCollision( Level.getCollisionLayer() );
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platform->setTiltable( false );
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platform->addWaypoint( newXPos, newYPos );
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if ( platformList[platformNum]->PointCount > 1 )
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{
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for ( pointNum = 1 ; pointNum < platformList[platformNum]->PointCount ; pointNum++ )
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{
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newXPos = (u16) *PntList;
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PntList++;
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newYPos = (u16) *PntList;
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PntList++;
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platform->addWaypoint( newXPos, newYPos );
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}
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}
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}
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}
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// Song is loaded/dumped by the level, and played from here. This just gives some
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// better timing over when it starts (pkg)
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CSoundMediator::playSong();
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printf("InitLevelDone\n");
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}
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/*****************************************************************************/
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void CGameScene::shutdownLevel()
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{
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CConversation::shutdown();
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CThingManager::shutdown();
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Level.shutdown();
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}
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/*****************************************************************************/ |