SBSPSS/source/game/game.cpp
2001-06-12 21:27:53 +00:00

484 lines
11 KiB
C++

/**********************/
/*** Main Game File ***/
/**********************/
#include "system\global.h"
#include "fileio\fileio.h"
#include "pad\pads.h"
#include "system\vid.h"
#include "gfx\prim.h"
#include "utils\utils.h"
#include "level\level.h"
#include "game\game.h"
#include "system\gstate.h"
#include "gfx\font.h"
#include "gfx\fdata.h"
#ifndef __GAME_CONVO_H__
#include "game\convo.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#include "player\demoplay.h"
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __FRIEND_FRIEND_H__
#include "friend\friend.h"
#endif
#ifndef __PLATFORM_PLATFORM_H__
#include "platform\platform.h"
#endif
#ifndef __HAZARD_HAZARD_H__
#include "hazard\hazard.h"
#endif
#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.h"
#endif
#ifndef __JELLFISH_JELLFISH_H__
#include "jellfish\jellfish.h"
#endif
#ifndef __GFX_FADER_H__
#include "gfx\fader.h"
#endif
#ifndef __GFX_BUBICLES__
#include "gfx\bubicles.h"
#endif
#ifndef __SPR_SPRITES_H__
#include <sprites.h>
#endif
#ifndef _ANIMTEX_HEADER_
#include "gfx\animtex.h"
#endif
#ifndef __GAME_PAUSE_H__
#include "game\pause.h"
#endif
#ifndef __FRONTEND_FRONTEND_H__
#include "frontend\frontend.h"
#endif
#ifndef __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
#ifndef __MAP_MAP_H__
#include "map\map.h"
#endif
#ifndef __SHOP_SHOP_H__
#include "shop\shop.h"
#endif
#ifndef __FMA_FMA_H__
#include "fma\fma.h"
#endif
#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
#include "gfx\actor.h"
int RenderZ=378;//256; Increased to make depth less, and SB more visible
/*****************************************************************************/
FontBank *CGameScene::s_genericFont;
SpriteBank *CGameScene::s_GlobalSpritebank;
CLayerCollision *CGameScene::s_GlobalCollision;
MATRIX CGameScene::CamMtx;
/*****************************************************************************/
CGameScene::ACTOR_TYPE CGameScene::actorType[40] =
{
ACTOR_PLAYER, //SpongeBob=0
ACTOR_FRIEND_NPC, //BarnacleBoy=1
ACTOR_FRIEND_NPC, //Gary=2
ACTOR_FRIEND_NPC, //Krusty=3
ACTOR_FRIEND_NPC, //MermaidMan=4
ACTOR_FRIEND_NPC, //Patrick=5
ACTOR_FRIEND_NPC, //Sandy=6
ACTOR_FRIEND_NPC, //Squidward=7
ACTOR_FRIEND_NPC, //Plankton=8
ACTOR_UNKNOWN,
ACTOR_ENEMY_NPC, //SmallJellyfish-Level1=10
ACTOR_ENEMY_NPC, //SmallJellyfish-Level2=11
ACTOR_ENEMY_NPC, //Motherjellyfish=12
ACTOR_ENEMY_NPC, //Anenome-Level1=13
ACTOR_ENEMY_NPC, //SpikeyAnenome=14
ACTOR_ENEMY_NPC, //Anenome-Level3=15
ACTOR_ENEMY_NPC, //BabyOctopus=16
ACTOR_ENEMY_NPC, //Ballblob=17
ACTOR_ENEMY_NPC, //Boogermonster=18
ACTOR_ENEMY_NPC, //Caterpillar=19
ACTOR_ENEMY_NPC, //Clam-Level1=20
ACTOR_ENEMY_NPC, //Clam-Level2=21
ACTOR_ENEMY_NPC, //Eyeball=22
ACTOR_ENEMY_NPC, //Flamingskull=23
ACTOR_ENEMY_NPC, //FlyingDutchman=24
ACTOR_ENEMY_NPC, //Ghost=25
ACTOR_ENEMY_NPC, //GiantWorm=26
ACTOR_ENEMY_NPC, //HermitCrab=27
ACTOR_ENEMY_NPC, //IronDogFish=28
ACTOR_ENEMY_NPC, //PuffaFish=29
ACTOR_ENEMY_NPC, //SeaSnake=30
ACTOR_ENEMY_NPC, //Sharkman=31
ACTOR_ENEMY_NPC, //SharkSub=32
ACTOR_ENEMY_NPC, //Skeletalfish=33
ACTOR_ENEMY_NPC, //SpiderCrab=34
ACTOR_ENEMY_NPC, //Squiddart=35
ACTOR_ENEMY_NPC, //Stomper=36
ACTOR_ENEMY_NPC, //DustDevil=37
ACTOR_ENEMY_NPC, //SiderCrabSpawner=38
ACTOR_ENEMY_NPC, //Shell=39
};
/*****************************************************************************/
int s_globalLevelSelectThing=0;
int CGameScene::s_readyToExit;
int CGameScene::s_levelFinished;
#ifdef __VERSION_DEBUG__
int CGameScene::s_skipToNextLevel;
#endif
int CGameScene::s_restartLevel;
int CGameScene::s_bossHasBeenKilled;
/*****************************************************************************/
CGameScene GameScene;
/*****************************************************************************/
void CGameScene::AspectCorrectCamera()
{
const s32 Scale = (512<<12)/(256);
CamMtx.m[0][0] = ((s32)CamMtx.m[0][0] * Scale)>>12;
CamMtx.m[0][1] = ((s32)CamMtx.m[0][1] * Scale)>>12;
CamMtx.m[0][2] = ((s32)CamMtx.m[0][2] * Scale)>>12;
CamMtx.t[0] = (CamMtx.t[0] * Scale)>>12;
}
/*****************************************************************************/
void CGameScene::init()
{
// Setup Constant Camera Matrix
SetIdentTrans(&CamMtx,0,0,RenderZ);
SetGeomScreen(RenderZ);
SetTransMatrix(&CamMtx);
s_genericFont=new ("CGameScene::Init") FontBank();
s_genericFont->initialise( &standardFont );
s_genericFont->setColour( 255, 255 , 0 );
m_scalableFont=new ("CountdownTimer") ScalableFontBank();
m_scalableFont->initialise(&standardFont);
m_scalableFont->setColour(255,255,255);
m_scalableFont->setScale(511);
VidSetClearScreen(0);
m_pauseMenu=new ("Pause Menu") CPauseMenu();
m_pauseMenu->init();
s_readyToExit=false;
s_restartLevel=false;
CFader::setFadingIn();
initLevel();
}
/*****************************************************************************/
// This is a seperate funtion ( and virtual ) so that we can overload it for
// the demo mode (pkg)
// NB: This function should *only* include the new function - Don't add anything else here!
void CGameScene::createPlayer()
{
m_player=new ("player") CPlayer();
m_player->setThingSubType(0);
}
// This is also to be overloaded for demomode.. to stop the pause menu appearing
int CGameScene::canPause()
{
return true;
}
/*****************************************************************************/
void CGameScene::shutdown()
{
shutdownLevel();
m_pauseMenu->shutdown(); delete m_pauseMenu;
m_scalableFont->dump(); delete m_scalableFont;
s_genericFont->dump(); delete s_genericFont;
}
/*****************************************************************************/
void CGameScene::render()
{
// CamMtx.t[2]=ZPos; // Temp
if(m_levelHasTimer)
{
int timerValue;
char buf[10];
timerValue=m_timer/55;
if(timerValue<0)timerValue=0;
sprintf(buf,"%d",timerValue);
m_scalableFont->print(256,30,buf);
}
m_pauseMenu->render();
CConversation::render();
CThingManager::renderAllThings();
SetIdentTrans(&CamMtx,0,0,RenderZ);
SetGeomScreen(RenderZ);
SetRotMatrix(&CamMtx);
SetTransMatrix(&CamMtx);
Level.render();
CActorPool::CleanUpCache();
}
/*****************************************************************************/
void CGameScene::think(int _frames)
{
//#ifdef __USER_paul__
// if(!CConversation::isActive()&&PadGetDown(0)&PAD_START)
// {
// CConversation::trigger(SCRIPTS_SPEECHTEST_DAT);
// }
//#endif
// Auto-timer stuff
if(m_levelHasTimer)
{
m_timer-=_frames;
if(m_timer<0)
{
s_levelFinished=true;
}
}
if(s_readyToExit)
{
// Temporarily.. exiting game scene always goes back to the front end (pkg)
GameState::setNextScene(&FrontEndScene);
}
else if(s_levelFinished)
{
// Do the gameslot stuff..
CGameSlotManager::GameSlot *gameSlot;
int level,chapter;
int openNextLevel,levelToOpen,chapterToOpen;
gameSlot=CGameSlotManager::getSlotData();
level=getLevelNumber();
chapter=getChapterNumber();
gameSlot->levelHasBeenCompleted(chapter-1,level-1);
if(level!=5&& // Don't open any levels after finishing a bonus level
!(level==4&&chapter==5)) // Don't open any levels after finishing final level
{
if(level!=4)
{
// Open next level in this chapter..
levelToOpen=level+1;
chapterToOpen=chapter;
}
else
{
// Open first level in next chapter
levelToOpen=1;
chapterToOpen=chapter+1;
}
gameSlot->levelIsNowOpen(chapterToOpen-1,levelToOpen-1);
// CMapScene::setLevelToStartOn(chapterToOpen-1,levelToOpen-1);
}
// Level finished - go to map or fma
if(level==4)
{
GameState::setNextScene(&FmaScene);
}
else if(level==5)
{
if(chapter==5)
{
ShopScene.setGotoPartyScreen();
}
GameState::setNextScene(&ShopScene);
}
else
{
GameState::setNextScene(&MapScene);
}
s_readyToExit=true;
}
#ifdef __VERSION_DEBUG__
else if(s_skipToNextLevel)
{
// Skip to next level
bool Finished=Level.GetNextLevel(s_globalLevelSelectThing);
shutdownLevel();
initLevel();
s_skipToNextLevel=false;
}
#endif
else if (s_restartLevel)
{
if(m_player->getLivesLeft()!=0)
{
respawnLevel();
}
else
{
s_readyToExit=true;
GameState::setNextScene(&FrontEndScene);
}
s_restartLevel=false;
}
if(!m_pauseMenu->isActive()&&PadGetDown(0)&PAD_START&&canPause())
{
m_pauseMenu->select();
}
CConversation::think(_frames);
m_pauseMenu->think(_frames);
if(!CConversation::isActive()&& !m_pauseMenu->isActive())
{
DVECTOR camPos;
CJellyfishGenerator::think( _frames, &Level );
CThingManager::thinkAllThings(_frames);
camPos=m_player->getCameraPos();
CBubicleFactory::setMapOffset(&camPos);
Level.setCameraCentre(camPos);
Level.think(_frames);
#ifdef __VERSION_DEBUG__
if(PadGetDown(0)&PAD_R2)
{
s_skipToNextLevel=true;
}
#endif
}
}
/*****************************************************************************/
int CGameScene::readyToShutdown()
{
return s_readyToExit;
}
/*****************************************************************************/
CPlayer * CGameScene::getPlayer()
{
return( m_player );
}
/*****************************************************************************/
int CGameScene::getChapterNumber()
{
return Level.getCurrentChapter();
}
int CGameScene::getLevelNumber()
{
return Level.getCurrentChapterLevel();
}
int CGameScene::getTotalSpatCountForThisLevel()
{
return Level.getTotalSpatCount();
}
/*****************************************************************************/
void CGameScene::respawnLevel()
{
m_player->respawn();
Level.respawnLevel();
}
/*****************************************************************************/
void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing )
{
CThingManager::processEventAllThings(evt, sourceThing);
}
/*****************************************************************************/
void CGameScene::initLevel()
{
SYSTEM_DBGMSG("InitLevel\n");
CThingManager::init();
CConversation::init();
CConversation::registerConversationLevelScripts( s_globalLevelSelectThing );
s_levelFinished=false;
#ifdef __VERSION_DEBUG__
s_skipToNextLevel=false;
#endif
Level.init(s_globalLevelSelectThing);
createPlayer();
m_player->setRespawnPos(Level.getPlayerSpawnPos());
m_player->init();
DVECTOR mapSize=Level.getMapSize();
CPlayer::CameraBox camBox={0,0,mapSize.vx<<4,mapSize.vy<<4};
m_player->setCameraBox(camBox);
s_bossHasBeenKilled=false;
if(getLevelNumber()==5&&getChapterNumber()==2)
{
m_levelHasTimer=true;
m_timer=30*55;
}
else
{
m_levelHasTimer=false;
}
// Song is loaded/dumped by the level, and played from here. This just gives some
// better timing over when it starts (pkg)
CSoundMediator::playSong();
CActorPool::SetUpCache();
SYSTEM_DBGMSG("InitLevelDone\n");
}
/*****************************************************************************/
void CGameScene::shutdownLevel()
{
CSoundMediator::dumpSong();
CConversation::shutdown();
CThingManager::shutdown();
Level.shutdown();
}
/*****************************************************************************/