700 lines
21 KiB
C++
700 lines
21 KiB
C++
/*************/
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/*** Level ***/
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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 "utils\utils.h"
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#include "utils\pak.h"
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#include "gfx\tpage.h"
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#include "gfx\prim.h"
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#include <DStructs.h>
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#include "game\game.h"
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#include "level\level.h"
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#include "level\layertile.h"
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#include "level\layerback.h"
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#include "level\layertile3d.h"
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#include "level\layercollision.h"
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#include "gfx\font.h"
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#include "triggers\trigger.h"
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/*
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#ifndef __TRIGGERS_TLEVEXIT_H__
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#include "triggers\tlevexit.h"
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#endif
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#ifndef __TRIGGERS_TRESTART_H__
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#include "triggers\trestart.h"
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#endif
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#ifndef __TRIGGERS_TTELEPRT_H__
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#include "triggers\tteleprt.h"
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#endif
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#ifndef __TRIGGERS_TCAMLOCK_H__
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#include "triggers\tcamlock.h"
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#endif
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#ifndef __TRIGGERS_TWATER_H__
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#include "triggers\twater.h"
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#endif
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*/
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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 __PICKUPS_PSPATULA_H__
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#include "pickups\pspatula.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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#ifndef __VID_HEADER_
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#include "system\vid.h"
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#endif
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#include "gfx\actor.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 __FRIEND_FRIEND_H__
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#include "friend\friend.h"
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#endif
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#ifndef __PLATFORM_PLATFORM_H__
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#include "platform\platform.h"
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#endif
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#ifndef __HAZARD_HAZARD_H__
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#include "hazard\hazard.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 __JELLFISH_JELLFISH_H__
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#include "jellfish\jellfish.h"
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#endif
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#ifndef __GAME_GAMESLOT_H__
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#include "game\gameslot.h"
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#endif
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#ifndef __LOCALE_TEXTDBASE_H__
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#include "locale\textdbase.h"
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#endif
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#include "fx\fx.h"
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#include "fx\fxfallingtile.h"
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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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sLvlTab LvlTable[]=
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{
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// C1
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{1,1, CHAPTER01_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER01_LEVEL01_LVL,LEVELS_CHAPTER01_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL1, STR__CHAPTER_1,STR__CHAPTER_1_LEVEL_1 },
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{1,2, CHAPTER01_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER01_LEVEL02_LVL,LEVELS_CHAPTER01_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL2, STR__CHAPTER_1,STR__CHAPTER_1_LEVEL_2 },
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{1,3, CHAPTER01_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER01_LEVEL03_LVL,LEVELS_CHAPTER01_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL3, STR__CHAPTER_1,STR__CHAPTER_1_LEVEL_3 },
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{1,4, CHAPTER01_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER01_LEVEL04_LVL,LEVELS_CHAPTER01_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL4, STR__CHAPTER_1,STR__CHAPTER_1_LEVEL_4 },
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{1,5, CHAPTER06_LEVEL01_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL01_LVL,LEVELS_CHAPTER06_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER6_ROLLERCOASTER, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_1 },
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// C2
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{2,1, CHAPTER02_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER02_LEVEL01_LVL,LEVELS_CHAPTER02_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL1, STR__CHAPTER_2,STR__CHAPTER_2_LEVEL_1 },
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{2,2, CHAPTER02_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER02_LEVEL02_LVL,LEVELS_CHAPTER02_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL2, STR__CHAPTER_2,STR__CHAPTER_2_LEVEL_2 },
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{2,3, CHAPTER02_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER02_LEVEL03_LVL,LEVELS_CHAPTER02_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL3, STR__CHAPTER_2,STR__CHAPTER_2_LEVEL_3 },
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{2,4, CHAPTER02_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER02_LEVEL04_LVL,LEVELS_CHAPTER02_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL4, STR__CHAPTER_2,STR__CHAPTER_2_LEVEL_4 },
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{2,5, CHAPTER06_LEVEL02_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL02_LVL,LEVELS_CHAPTER06_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER6_SNAILRACE, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_2 },
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// C3
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{3,1, CHAPTER03_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER03_LEVEL01_LVL,LEVELS_CHAPTER03_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL1, STR__CHAPTER_3,STR__CHAPTER_3_LEVEL_1 },
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{3,2, CHAPTER03_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER03_LEVEL02_LVL,LEVELS_CHAPTER03_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL2, STR__CHAPTER_3,STR__CHAPTER_3_LEVEL_2 },
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{3,3, CHAPTER03_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER03_LEVEL03_LVL,LEVELS_CHAPTER03_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL3, STR__CHAPTER_3,STR__CHAPTER_3_LEVEL_3 },
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{3,4, CHAPTER03_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER03_LEVEL04_LVL,LEVELS_CHAPTER03_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL4, STR__CHAPTER_3,STR__CHAPTER_3_LEVEL_4 },
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{3,5, CHAPTER06_LEVEL03_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL03_LVL,LEVELS_CHAPTER06_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER6_BIGWHEEL, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_3 },
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// C4
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{4,1, CHAPTER04_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER04_LEVEL01_LVL,LEVELS_CHAPTER04_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL1, STR__CHAPTER_4,STR__CHAPTER_4_LEVEL_1 },
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{4,2, CHAPTER04_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER04_LEVEL02_LVL,LEVELS_CHAPTER04_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL2, STR__CHAPTER_4,STR__CHAPTER_4_LEVEL_2 },
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{4,3, CHAPTER04_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER04_LEVEL03_LVL,LEVELS_CHAPTER04_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL3, STR__CHAPTER_4,STR__CHAPTER_4_LEVEL_3 },
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{4,4, CHAPTER04_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER04_LEVEL04_LVL,LEVELS_CHAPTER04_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL4, STR__CHAPTER_4,STR__CHAPTER_4_LEVEL_4 },
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{4,5, CHAPTER06_LEVEL04_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL04_LVL,LEVELS_CHAPTER06_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER6_TUNNELOFLOVE, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_4 },
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// C5
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{5,1, CHAPTER05_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER05_LEVEL01_LVL,LEVELS_CHAPTER05_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL1, STR__CHAPTER_5,STR__CHAPTER_5_LEVEL_1 },
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{5,2, CHAPTER05_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER05_LEVEL02_LVL,LEVELS_CHAPTER05_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL2, STR__CHAPTER_5,STR__CHAPTER_5_LEVEL_2 },
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{5,3, CHAPTER05_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER05_LEVEL03_LVL,LEVELS_CHAPTER05_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL3, STR__CHAPTER_5,STR__CHAPTER_5_LEVEL_3 },
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{5,4, CHAPTER05_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER05_LEVEL04_LVL,LEVELS_CHAPTER05_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL4, STR__CHAPTER_5,STR__CHAPTER_5_LEVEL_4 },
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{5,5, CHAPTER06_LEVEL05_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL05_LVL,LEVELS_CHAPTER06_LEVEL05_TEX, CSoundMediator::SONG_CHAPTER6_TUNNELOFLOVE, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_5 },
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// FMA
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{6,99, 0, LEVELS_FMA_SHADYSHOALS_LVL,LEVELS_FMA_SHADYSHOALS_TEX, CSoundMediator::SONG_TITLE},
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};
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const int LvlTableSize=sizeof(LvlTable)/sizeof(sLvlTab);
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const FileEquate loadingScreens[6]=
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{
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LOADINGSCREENS_PINEAPPLE_GFX,
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LOADINGSCREENS_CULTURE_GFX,
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LOADINGSCREENS_PICKLES_GFX,
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LOADINGSCREENS_MONITOR_GFX,
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LOADINGSCREENS_KARATE_GFX,
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LOADINGSCREENS_PIZZA_GFX,
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};
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/*****************************************************************************/
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DVECTOR CLevel::MapPos;
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DVECTOR CLevel::s_playerSpawnPos;
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sLevelHdr *CLevel::LevelHdr;
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u8 CLevel::m_isBossRespawn;
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s32 CLevel::m_bossHealth;
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/*****************************************************************************/
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CLevel::CLevel()
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{
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}
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/*****************************************************************************/
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void CLevel::init(int LevelNo)
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{
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// Load it
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sLvlTab *lvlTab=&LvlTable[LevelNo];
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CActorPool::Reset();
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CSoundMediator::setSong((CSoundMediator::SONGID)lvlTab->songId);
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DisplayLoadingScreen(lvlTab);
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LevelHdr=(sLevelHdr*)CFileIO::loadFile(lvlTab->LevelFilename,"Level");
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LevelHdr->TileBank2d=(sTile2d*) MakePtr(LevelHdr,(int)LevelHdr->TileBank2d);
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LevelHdr->TileBank3d=(sTile3d*) MakePtr(LevelHdr,(int)LevelHdr->TileBank3d);
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LevelHdr->TriList=(sTri*) MakePtr(LevelHdr,(int)LevelHdr->TriList);
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LevelHdr->QuadList=(sQuad*) MakePtr(LevelHdr,(int)LevelHdr->QuadList);
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LevelHdr->VtxList=(sVtx*) MakePtr(LevelHdr,(int)LevelHdr->VtxList);
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LevelHdr->ModelList=(sModel*) MakePtr(LevelHdr,(int)LevelHdr->ModelList);
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CModelGfx::SetData(LevelHdr->ModelList,LevelHdr->TriList,LevelHdr->QuadList,LevelHdr->VtxList);
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m_levelTPage=TPLoadTex(lvlTab->TexFilename);
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s_playerSpawnPos.vx=LevelHdr->PlayerStartX*16;
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s_playerSpawnPos.vy=LevelHdr->PlayerStartY*16+16;
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MapPos.vx=MapPos.vy=0;
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initLayers();
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m_isBossRespawn = false;
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m_bossHealth = 0;
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}
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/*****************************************************************************/
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bool CLevel::GetNextLevel(int &Lvl)
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{
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bool Finished=false;
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Lvl++;
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if (Lvl>=LvlTableSize)
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{
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Lvl=0;
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Finished=true;
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}
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return(Finished);
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}
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/*****************************************************************************/
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void CLevel::DisplayLoadingScreen(sLvlTab *lvlTab)
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{
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FontBank font;
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char buf[256];
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u8 *s_image;
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int i;
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font.initialise(&standardFont);
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font.setJustification(FontBank::JUST_CENTRE);
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sprintf(buf,"%s\n\n%s",TranslationDatabase::getString(lvlTab->ChapterLoadingText),TranslationDatabase::getString(lvlTab->LevelLoadingText));
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s_image=CFileIO::loadFile(loadingScreens[lvlTab->Chapter-1]);
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ASSERT(s_image);
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SetScreenImage(s_image);
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for(i=0;i<2;i++)
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{
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font.setColour(255,255,255);
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font.print(256 ,100 ,buf);
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font.setColour(0,0,0);
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font.print(256-1,100-1,buf);
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font.print(256-1,100 ,buf);
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font.print(256-1,100+1,buf);
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font.print(256 ,100-1,buf);
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font.print(256 ,100+1,buf);
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font.print(256+1,100-1,buf);
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font.print(256+1,100 ,buf);
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font.print(256+1,100+1,buf);
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PrimDisplay();
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VSync(0);
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VidSwapDraw();
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}
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ClearScreenImage();
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MemFree(s_image);
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VSync(20);
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font.dump();
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}
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/*****************************************************************************/
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void CLevel::initLayers()
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{
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// Init Layers
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
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{
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TileLayers[i]=0;
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}
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CollisionLayer=0;
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ActorList=0;
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ItemList=0;
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PlatformList=0;
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FXList=0;
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HazardList=0;
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// Back
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if (LevelHdr->BackLayer)
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{
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sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->BackLayer);
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CLayerTile *NewLayer=new ("Back Layer") CLayerBack(LevelHdr,Layer);
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NewLayer->init(MapPos,3);
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TileLayers[CLayerTile::LAYER_TILE_TYPE_BACK]=NewLayer;
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}
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// Mid
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if (LevelHdr->MidLayer)
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{
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sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->MidLayer);
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CLayerTile *NewLayer=new ("Mid Layer") CLayerTile(LevelHdr,Layer);
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NewLayer->init(MapPos,2);
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TileLayers[CLayerTile::LAYER_TILE_TYPE_MID]=NewLayer;
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}
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// Action
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if (LevelHdr->ActionLayer)
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{
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sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer);
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CLayerTile *NewLayer=new ("Action Layer") CLayerTile3d(LevelHdr,Layer);
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NewLayer->init(MapPos,0);
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TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]=NewLayer;
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}
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// Collision
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if (LevelHdr->CollisionLayer)
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{
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sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->CollisionLayer);
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CollisionLayer=new ("Collision Layer") CLayerCollision(Layer);
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CGameScene::setCollision(CollisionLayer);
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}
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else
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{
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ASSERT(!"Where is the collision, moron!");
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}
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// Actors
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if (LevelHdr->ActorList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ActorList);
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ActorCount=Hdr->Count;
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ActorList=(sThingActor**)MemAlloc(ActorCount*sizeof(sThingActor**),"Actor List");
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u8 *ThingPtr=(u8*)MakePtr(Hdr,sizeof(sThingHdr));
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for (int i=0; i<ActorCount; i++)
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{
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ActorList[i]=(sThingActor*)ThingPtr;
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ThingPtr+=sizeof(sThingActor);
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ThingPtr+=ActorList[i]->PointCount*sizeof(u16)*2;
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}
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}
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// Platforms
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if (LevelHdr->PlatformList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->PlatformList);
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PlatformCount=Hdr->Count;
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PlatformList=(sThingPlatform**)MemAlloc(PlatformCount*sizeof(sThingPlatform**),"Platform List");
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u8 *ThingPtr=(u8*)MakePtr(Hdr,sizeof(sThingHdr));
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for (int i=0; i<PlatformCount; i++)
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{
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PlatformList[i]=(sThingPlatform*)ThingPtr;
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ThingPtr+=sizeof(sThingPlatform);
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ThingPtr+=PlatformList[i]->PointCount*sizeof(u16)*2;
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}
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}
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// FX
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if (LevelHdr->FXList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->FXList);
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FXCount=Hdr->Count;
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FXList=(sThingFX*)MakePtr(Hdr,sizeof(sThingHdr));
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}
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// Hazards
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if (LevelHdr->HazardList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->HazardList);
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HazardCount=Hdr->Count;
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HazardList=(sThingHazard**)MemAlloc(HazardCount*sizeof(sThingHazard**),"Hazard List");
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u8 *ThingPtr=(u8*)MakePtr(Hdr,sizeof(sThingHdr));
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for (int i=0; i<HazardCount; i++)
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{
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HazardList[i]=(sThingHazard*)ThingPtr;
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ThingPtr+=sizeof(sThingHazard);
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ThingPtr+=HazardList[i]->PointCount*sizeof(u16)*2;
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}
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}
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initThings(false);
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}
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/*****************************************************************************/
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void CLevel::initThings(int _respawningLevel)
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{
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if (LevelHdr->TriggerList)
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{
|
|
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
|
|
TriggerCount=Hdr->Count;
|
|
TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
|
|
|
|
// Cam Locks first
|
|
for(int i=0;i<TriggerCount;i++)
|
|
{
|
|
if (TriggerList[i].Type==CTrigger::TRIGGER_CAMLOCK)
|
|
{
|
|
CTrigger::Create(&TriggerList[i]);
|
|
}
|
|
}
|
|
// the rest
|
|
TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
|
|
for(int i=0;i<TriggerCount;i++)
|
|
{
|
|
if (TriggerList[i].Type!=CTrigger::TRIGGER_CAMLOCK)
|
|
{
|
|
CTrigger::Create(&TriggerList[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Items
|
|
if (LevelHdr->ItemList)
|
|
{
|
|
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ItemList);
|
|
ItemCount=Hdr->Count;
|
|
ItemList=(sThingItem*)MakePtr(Hdr,sizeof(sThingHdr));
|
|
DVECTOR pos;
|
|
int spatNumber=0;
|
|
for(int i=0;i<ItemCount;i++)
|
|
{
|
|
int createThisPickup;
|
|
int isSpat;
|
|
CBasePickup *newPickup;
|
|
|
|
createThisPickup=true;
|
|
|
|
isSpat=(PICKUP_TYPE)ItemList->Type==PICKUP__SPATULA;
|
|
if(isSpat&&CGameSlotManager::getSlotData()->isSpatulaUncollected(GameScene.getChapterNumber()-1,GameScene.getLevelNumber()-1,spatNumber)==false)
|
|
{
|
|
createThisPickup=false;
|
|
}
|
|
|
|
if((PICKUP_TYPE)ItemList->Type==PICKUP__HELMET&&
|
|
_respawningLevel)
|
|
{
|
|
createThisPickup=false;
|
|
}
|
|
|
|
if(createThisPickup)
|
|
{
|
|
pos.vx=ItemList->Pos.X<<4;
|
|
pos.vy=ItemList->Pos.Y<<4;
|
|
newPickup=createPickup((PICKUP_TYPE)ItemList->Type,&pos);
|
|
if(isSpat)
|
|
{
|
|
((CSpatulaPickup*)newPickup)->setSpatulaNumber(spatNumber);
|
|
}
|
|
}
|
|
if(isSpat)
|
|
{
|
|
spatNumber++;
|
|
}
|
|
|
|
ItemList++;
|
|
}
|
|
}
|
|
|
|
// Init actors (needs moving and tidying
|
|
int actorNum;
|
|
int platformNum;
|
|
int hazardNum;
|
|
|
|
sThingActor **actorList = getActorList();
|
|
if (actorList)
|
|
{
|
|
for ( actorNum = 0 ; actorNum < getActorCount() ; actorNum++ )
|
|
{
|
|
sThingActor *ThisActor=actorList[actorNum];
|
|
CGameScene::ACTOR_TYPE actorType = CGameScene::getActorType( actorList[actorNum]->Type );
|
|
switch ( actorType )
|
|
{
|
|
case CGameScene::ACTOR_ENEMY_NPC:
|
|
{
|
|
CNpcEnemy *enemy;
|
|
enemy=CNpcEnemy::Create(ThisActor);
|
|
enemy->setupWaypoints( ThisActor );
|
|
enemy->postInit();
|
|
|
|
if ( ThisActor->Speed )
|
|
{
|
|
enemy->setSpeed( ThisActor->Speed );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CGameScene::ACTOR_FRIEND_NPC:
|
|
{
|
|
CNpcFriend *friendNpc;
|
|
friendNpc=CNpcFriend::Create(ThisActor);
|
|
friendNpc->setupWaypoints( ThisActor );
|
|
friendNpc->postInit();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
sThingPlatform **platformList = getPlatformList();
|
|
if (platformList)
|
|
{
|
|
for ( platformNum = 0 ; platformNum < getPlatformCount() ; platformNum++ )
|
|
{
|
|
sThingPlatform *ThisPlatform = platformList[platformNum];
|
|
CNpcPlatform *platform;
|
|
platform = CNpcPlatform::Create( ThisPlatform );
|
|
platform->postInit();
|
|
|
|
if ( ThisPlatform->Speed )
|
|
{
|
|
platform->setSpeed( ThisPlatform->Speed );
|
|
}
|
|
}
|
|
}
|
|
|
|
sThingHazard **hazardList = getHazardList();
|
|
if (hazardList)
|
|
{
|
|
for ( hazardNum = 0 ; hazardNum < getHazardCount() ; hazardNum++ )
|
|
{
|
|
sThingHazard *ThisHazard = hazardList[hazardNum];
|
|
CNpcHazard *hazard;
|
|
hazard = CNpcHazard::Create( ThisHazard );
|
|
if ( ThisHazard->Respawn )
|
|
{
|
|
hazard->setRespawnRate( ThisHazard->Respawn );
|
|
}
|
|
}
|
|
}
|
|
|
|
// initialise jellyfish generator
|
|
|
|
CJellyfishGenerator::init();
|
|
CThingManager::initAllThings();
|
|
CThingManager::matchWheelsAndWeights();
|
|
CThingManager::matchPressureSwitches();
|
|
CThingManager::matchGaryTriggers();
|
|
}
|
|
|
|
|
|
|
|
/*****************************************************************************/
|
|
void CLevel::respawnLevel()
|
|
{
|
|
m_isBossRespawn = false;
|
|
m_bossHealth = 0;
|
|
|
|
CThingManager::killAllThingsForRespawn();
|
|
initThings(true);
|
|
}
|
|
|
|
|
|
/*****************************************************************************/
|
|
void CLevel::shutdown()
|
|
{
|
|
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
|
|
{
|
|
if (TileLayers[i])
|
|
{
|
|
TileLayers[i]->shutdown();
|
|
delete TileLayers[i];
|
|
}
|
|
}
|
|
|
|
if (CollisionLayer)
|
|
{
|
|
CollisionLayer->shutdown();
|
|
delete CollisionLayer;
|
|
}
|
|
|
|
CSoundMediator::stopAllSound();
|
|
for(int i=0;i<5;i++)
|
|
{
|
|
VSync(0);CSoundMediator::think(1); // This is needed to let xmplay kill off the sounds properly (pkg)
|
|
}
|
|
|
|
if (ActorList) MemFree(ActorList);
|
|
if (PlatformList) MemFree(PlatformList);
|
|
if (HazardList) MemFree(HazardList);
|
|
|
|
MemFree(LevelHdr);
|
|
CActorPool::Reset();
|
|
TPFree(m_levelTPage);
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
void CLevel::render()
|
|
{
|
|
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
|
|
{
|
|
if (TileLayers[i]) TileLayers[i]->render();
|
|
}
|
|
|
|
#ifdef __SHOW_COLLISION__
|
|
if(CollisionLayer)
|
|
{
|
|
CollisionLayer->render(MapPos);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
void CLevel::think(int _frames)
|
|
{
|
|
|
|
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
|
|
{
|
|
if (TileLayers[i]) TileLayers[i]->think(MapPos);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
DVECTOR CLevel::getMapSize()
|
|
{
|
|
DVECTOR size;
|
|
sLayerHdr *layer;
|
|
|
|
layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer);
|
|
size.vx=layer->Width;
|
|
size.vy=layer->Height;
|
|
|
|
return size;
|
|
}
|
|
|
|
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
void CLevel::destroyMapArea(DVECTOR const &Pos)
|
|
{
|
|
DVECTOR TL,BR;
|
|
const int ColT=COLLISION_TYPE_DESTRUCTABLE_WALL;
|
|
|
|
|
|
TL.vx=Pos.vx&-16;;
|
|
TL.vy=Pos.vy&-16;;
|
|
BR=TL;
|
|
|
|
// if (CollisionLayer->getCollisionBlock(TL.vx,TL.vy)>>COLLISION_TYPE_FLAG_SHIFT==ColT)printf ("!!");
|
|
|
|
// Left
|
|
while (CollisionLayer->getCollisionBlock(TL.vx-16,TL.vy)>>COLLISION_TYPE_FLAG_SHIFT==ColT) TL.vx-=16;
|
|
// Top
|
|
while (CollisionLayer->getCollisionBlock(TL.vx,TL.vy-16)>>COLLISION_TYPE_FLAG_SHIFT==ColT) TL.vy-=16;
|
|
// Right
|
|
while (CollisionLayer->getCollisionBlock(BR.vx+16,BR.vy)>>COLLISION_TYPE_FLAG_SHIFT==ColT) BR.vx+=16;
|
|
// Bottom
|
|
while (CollisionLayer->getCollisionBlock(BR.vx,BR.vy+16)>>COLLISION_TYPE_FLAG_SHIFT==ColT) BR.vy+=16;
|
|
|
|
DVECTOR DP;
|
|
|
|
for (DP.vy=TL.vy; DP.vy<=BR.vy; DP.vy+=16)
|
|
{
|
|
for (DP.vx=TL.vx; DP.vx<=BR.vx; DP.vx+=16)
|
|
{
|
|
u8 *ColElem=CollisionLayer->getMapPtr(DP.vx,DP.vy);
|
|
|
|
if (*ColElem>>COLLISION_TYPE_FLAG_SHIFT==ColT)
|
|
{
|
|
sTileMapElem *MapElem=TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]->getMapPtr(DP.vx,DP.vy);
|
|
CFXFallingTile *FX=(CFXFallingTile*)CFX::Create(CFX::FX_TYPE_FALLINGTILE,DP);
|
|
FX->SetTile(MapElem->Tile);
|
|
MapElem->Tile=0;
|
|
*ColElem=0;
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CLevel::destroyMapTile(DVECTOR const &Pos)
|
|
{
|
|
u8 *ColElem=CollisionLayer->getMapPtr(Pos.vx,Pos.vy);
|
|
sTileMapElem *MapElem=TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]->getMapPtr(Pos.vx,Pos.vy);
|
|
|
|
if (MapElem->Tile)
|
|
{
|
|
CFXFallingTile *FX=(CFXFallingTile*)CFX::Create(CFX::FX_TYPE_FALLINGTILE,Pos);
|
|
FX->SetTile(MapElem->Tile);
|
|
MapElem->Tile=0;
|
|
*ColElem=0;
|
|
|
|
}
|
|
|
|
}
|