SBSPSS/source/game/game.cpp
Charles b0a6481b14
2001-04-20 16:25:35 +00:00

348 lines
8.0 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 __ENEMY_NPLATFRM_H__
#include "enemy\nplatfrm.h"
#endif
#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.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 __PICKUPS_PICKUP_H__
#include "pickups\pickup.h"
#endif
#ifndef __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
#include "gfx\actor.h"
int RenderZ=256;
/*****************************************************************************/
FontBank *CGameScene::s_genericFont;
MATRIX CGameScene::CamMtx;
/*****************************************************************************/
int s_globalLevelSelectThing=0;
int CGameScene::s_readyToExit;
int CGameScene::s_levelFinished;
/*****************************************************************************/
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
// SetIdentNoTrans(&CamMtx);
// CamMtx.t[2]=ZPos;
// AspectCorrectCamera();
// SetRotMatrix(&CamMtx);
// SetTransMatrix(&CamMtx);
SetGeomScreen(RenderZ);
CamMtx.t[2]=RenderZ;
SetTransMatrix(&CamMtx);
s_genericFont=new ("CGameScene::Init") FontBank();
s_genericFont->initialise( &standardFont );
s_genericFont->setColour( 255, 255 , 0 );
VidSetClearScreen(0);
m_pauseMenu=new ("Pause Menu") CPauseMenu();
m_pauseMenu->init();
s_readyToExit=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();
}
// This is also to be overloaded for demomode.. to stop the pause menu appearing
int CGameScene::canPause()
{
return true;
}
/*****************************************************************************/
void CGameScene::shutdown()
{
shutdownLevel();
CSoundMediator::dumpSong();
m_pauseMenu->shutdown(); delete m_pauseMenu;
s_genericFont->dump(); delete s_genericFont;
}
/*****************************************************************************/
void CGameScene::render()
{
// CamMtx.t[2]=ZPos; // Temp
m_pauseMenu->render();
CConversation::render();
CThingManager::renderAllThings();
Level.render();
}
/*****************************************************************************/
void CGameScene::think(int _frames)
{
//#ifdef __USER_paul__
// if(!CConversation::isActive()&&PadGetDown(0)&PAD_START)
// {
// CConversation::trigger(SCRIPTS_SPEECHTEST_DAT);
// }
//#endif
if(s_readyToExit)
{
// Temporarily.. exiting game scene always goes back to the front end (pkg)
GameState::setNextScene(&FrontEndScene);
}
else if(s_levelFinished)
{
s_globalLevelSelectThing++;
shutdownLevel();
initLevel();
s_levelFinished=false;
}
if(!m_pauseMenu->isActive()&&PadGetDown(0)&PAD_START&&canPause())
{
m_pauseMenu->select();
}
/* if (!s_levelFinished) */CConversation::think(_frames);
/* if (!s_levelFinished) */m_pauseMenu->think(_frames);
if(!CConversation::isActive()&& !m_pauseMenu->isActive())
{
DVECTOR camPos;
/* if (!s_levelFinished) */CThingManager::thinkAllThings(_frames);
/* if (!s_levelFinished) */camPos=m_player->getCameraPos();
/* if (!s_levelFinished) */CBubicleFactory::setMapOffset(&camPos);
/* if (!s_levelFinished) */Level.setCameraCentre(camPos);
/* if (!s_levelFinished) */Level.think(_frames);
if(PadGetDown(0)&PAD_R2)
{
levelFinished();
}
}
// s_levelFinished=false;
}
/*****************************************************************************/
int CGameScene::readyToShutdown()
{
return s_readyToExit;
}
/*****************************************************************************/
CPlayer * CGameScene::getPlayer()
{
return( m_player );
}
/*****************************************************************************/
void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing )
{
CThingManager::processEventAllThings(evt, sourceThing);
}
/*****************************************************************************/
void CGameScene::initLevel()
{
printf("InitLevel\n");
CThingManager::init();
CConversation::init();
CConversation::registerConversationScript(SCRIPTS_SPEECHTEST_DAT); // Register one script for testing..
s_levelFinished=false;
Level.init(s_globalLevelSelectThing);
createPlayer();
m_player->setRespawnPos(Level.getPlayerSpawnPos());
m_player->init();
m_player->setLayerCollision(Level.getCollisionLayer());
m_player->setMapSize(Level.getMapSize());
// Init actors (needs moving and tidying
int pointNum;
int actorNum;
int platformNum;
sThingActor **actorList = Level.getActorList();
if (actorList)
{
for ( actorNum = 0 ; actorNum < Level.getActorCount() ; actorNum++ )
{
sThingActor *ThisActor=actorList[actorNum];
CActorPool::ACTOR_TYPE actorType = CActorPool::getActorType( actorList[actorNum]->Type );
switch ( actorType )
{
case CActorPool::ACTOR_ENEMY_NPC:
{
CNpcEnemy *enemy;
enemy=CNpcEnemy::Create(ThisActor);
enemy->setLayerCollision( Level.getCollisionLayer() );
enemy->setupWaypoints( ThisActor );
enemy->postInit();
}
break;
default:
break;
}
}
}
sThingPlatform **platformList = Level.getPlatformList();
if (platformList)
{
for ( platformNum = 0 ; platformNum < Level.getPlatformCount() ; platformNum++ )
{
CNpcPlatform *platform;
platform = new ("platform") CNpcPlatform;
ASSERT(platform);
platform->setTypeFromMapEdit( platformList[platformNum]->Type );
u16 *PntList=(u16*)MakePtr(platformList[platformNum],sizeof(sThingPlatform));
u16 newXPos, newYPos;
newXPos = (u16) *PntList;
PntList++;
newYPos = (u16) *PntList;
PntList++;
DVECTOR startPos;
startPos.vx = newXPos << 4;
startPos.vy = newYPos << 4;
platform->init( startPos );
platform->setLayerCollision( Level.getCollisionLayer() );
platform->setTiltable( false );
platform->addWaypoint( newXPos, newYPos );
if ( platformList[platformNum]->PointCount > 1 )
{
for ( pointNum = 1 ; pointNum < platformList[platformNum]->PointCount ; pointNum++ )
{
newXPos = (u16) *PntList;
PntList++;
newYPos = (u16) *PntList;
PntList++;
platform->addWaypoint( newXPos, newYPos );
}
}
}
}
// Song is loaded/dumped by the level, and played from here. This just gives some
// better timing over when it starts (pkg)
CSoundMediator::playSong();
printf("InitLevelDone\n");
}
/*****************************************************************************/
void CGameScene::shutdownLevel()
{
CConversation::shutdown();
CThingManager::shutdown();
Level.shutdown();
}
/*****************************************************************************/