This commit is contained in:
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13 changed files with 260 additions and 135 deletions
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@ -69,6 +69,33 @@
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#include <sprites.h>
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#endif
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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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Tyepdefs && Defines
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@ -89,40 +116,57 @@
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CMapScene MapScene;
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CMapScene::sMapLevelData CMapScene::s_mapLevelData[5]=
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CMapScene::sMapLevelData CMapScene::s_mapLevelData[MAP_NUM_CHAPTERS][MAP_NUM_LEVELS_PER_CHAPTER]=
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{
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// Chapter 1
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// mapFile globalLevelNumber spatularOrTokenCounts questItemFrame kelpWorldLevel
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{
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{ MAP_C1_L1_GFX, MAP_C1_L2_GFX, MAP_C1_L3_GFX, MAP_C1_L4_GFX, MAP_C1_BOSS_GFX, MAP_C1_FAIR_GFX },
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{ 0, 1, 2, 3, -1, 20 },
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{ FRM__C1_L1_QUEST_ITEM, FRM__C1_L2_QUEST_ITEM, FRM__C1_L3_QUEST_ITEM, FRM__C1_L4_QUEST_ITEM},
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{ MAP_C1_L1_GFX, 0, CHAPTER01_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C1_L1_QUEST_ITEM, false },
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{ MAP_C1_L2_GFX, 1, CHAPTER01_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C1_L2_QUEST_ITEM, false },
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{ MAP_C1_L3_GFX, 2, CHAPTER01_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C1_L3_QUEST_ITEM, false },
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{ MAP_C1_L4_GFX, 3, CHAPTER01_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C1_L4_QUEST_ITEM, false },
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{ MAP_C1_FAIR_GFX, 20, CHAPTER06_LEVEL01_INF_TOTAL_ITEM_KELP_TOKEN, -1, true },
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},
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// Chapter 2
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{
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{ MAP_C2_L1_GFX, MAP_C2_L2_GFX, MAP_C2_L3_GFX, MAP_C2_L4_GFX, MAP_C2_BOSS_GFX, MAP_C2_FAIR_GFX },
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{ 4, 5, 6, 7, -1, 21 },
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{ FRM__C2_L1_QUEST_ITEM, FRM__C2_L2_QUEST_ITEM, FRM__C2_L3_QUEST_ITEM, FRM__C2_L4_QUEST_ITEM},
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{ MAP_C2_L1_GFX, 4, CHAPTER02_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C2_L1_QUEST_ITEM, false },
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{ MAP_C2_L2_GFX, 5, CHAPTER02_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C2_L2_QUEST_ITEM, false },
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{ MAP_C2_L3_GFX, 6, CHAPTER02_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C2_L3_QUEST_ITEM, false },
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{ MAP_C2_L4_GFX, 7, CHAPTER02_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C2_L4_QUEST_ITEM, false },
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{ MAP_C2_FAIR_GFX, 21, CHAPTER06_LEVEL02_INF_TOTAL_ITEM_KELP_TOKEN, -1, true },
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},
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// Chapter 3
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{
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{ MAP_C3_L1_GFX, MAP_C3_L2_GFX, MAP_C3_L3_GFX, MAP_C3_L4_GFX, MAP_C3_BOSS_GFX, MAP_C3_FAIR_GFX },
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{ 8, 9, 10, 11, -1, 22 },
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{ FRM__C3_L1_QUEST_ITEM, FRM__C3_L2_QUEST_ITEM, FRM__C3_L3_QUEST_ITEM, FRM__C3_L4_QUEST_ITEM},
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{ MAP_C3_L1_GFX, 8, CHAPTER03_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C3_L1_QUEST_ITEM, false },
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{ MAP_C3_L2_GFX, 9, CHAPTER03_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C3_L2_QUEST_ITEM, false },
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{ MAP_C3_L3_GFX, 10, CHAPTER03_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C3_L3_QUEST_ITEM, false },
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{ MAP_C3_L4_GFX, 11, CHAPTER03_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C3_L4_QUEST_ITEM, false },
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{ MAP_C3_FAIR_GFX, 22, CHAPTER06_LEVEL03_INF_TOTAL_ITEM_KELP_TOKEN, -1, true },
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},
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// Chapter 4
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{
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{ MAP_C4_L1_GFX, MAP_C4_L2_GFX, MAP_C4_L3_GFX, MAP_C4_L4_GFX, MAP_C4_BOSS_GFX, MAP_C4_FAIR_GFX },
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{ 12, 13, 14, 15, -1, 23 },
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{ FRM__C4_QUEST_ITEM_1, FRM__C4_QUEST_ITEM_1, FRM__C4_QUEST_ITEM_1, FRM__C4_QUEST_ITEM_2 },
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{ MAP_C4_L1_GFX, 12, CHAPTER04_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C4_QUEST_ITEM_1, false },
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{ MAP_C4_L2_GFX, 13, CHAPTER04_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C4_QUEST_ITEM_1, false },
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{ MAP_C4_L3_GFX, 14, CHAPTER04_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C4_QUEST_ITEM_1, false },
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{ MAP_C4_L4_GFX, 15, CHAPTER04_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C4_QUEST_ITEM_2, false },
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{ MAP_C4_FAIR_GFX, 23, CHAPTER06_LEVEL04_INF_TOTAL_ITEM_KELP_TOKEN, -1, true },
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},
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// Chapter 5
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{
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{ MAP_C5_L1_GFX, MAP_C5_L2_GFX, MAP_C5_L3_GFX, MAP_C5_L4_GFX, MAP_C5_BOSS_GFX, MAP_C5_FAIR_GFX },
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{ 16, 17, 18, 19, -1, 24 },
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{ FRM__C5_L1_QUEST_ITEM, FRM__C5_L2_QUEST_ITEM, FRM__C5_L3_QUEST_ITEM, FRM__C5_L4_QUEST_ITEM},
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{ MAP_C5_L1_GFX, 16, CHAPTER05_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C5_L1_QUEST_ITEM, false },
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{ MAP_C5_L2_GFX, 17, CHAPTER05_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C5_L2_QUEST_ITEM, false },
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{ MAP_C5_L3_GFX, 18, CHAPTER05_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C5_L3_QUEST_ITEM, false },
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{ MAP_C5_L4_GFX, 19, CHAPTER05_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C5_L4_QUEST_ITEM, false },
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{ MAP_C5_FAIR_GFX, 24, CHAPTER06_LEVEL05_INF_TOTAL_ITEM_KELP_TOKEN, -1, true },
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},
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};
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DVECTOR CMapScene::s_mapLevelPositions[MAP_NUM_LEVELS_PER_CHAPTER]=
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{
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{ 42,49 },
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{ 186,49 },
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{ 330,49 },
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{ 42,113 },
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{ 330,113 },
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};
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extern int s_globalLevelSelectThing;
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---------------------------------------------------------------------- */
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void CMapScene::render()
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{
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int i,x,y,xpos,ypos;
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int compilerGetsComfused;
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char spatCount[10];
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sFrameHdr *fh;
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POLY_FT4 *ft4;
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sMapLevelData *level;
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int i;
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sFrameHdr *fh;
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DVECTOR pos;
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char buf[100];
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// Render spatula counts and quest items
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m_font->setColour(253,251,67);
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i=0;
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ypos=MAP_PARCHMENT_START_Y+MAP_LEVEL_TOP_BORDER;
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for(y=0;y<2;y++)
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level=&s_mapLevelData[m_currentChapterSelection][0];
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// Render spatula/kelp counts and quest items
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for(i=0;i<MAP_NUM_LEVELS_PER_CHAPTER;i++)
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{
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xpos=256-((MAP_LEVEL_WIDTH*3)/2)-MAP_LEVEL_X_SPACING;
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compilerGetsComfused=y==0?3:1; // 3 on top row, 1 on bottom - put this in the for loop and the complier breaks :o
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for(x=0;x<compilerGetsComfused;x++)
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pos=s_mapLevelPositions[i];
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if(!level->m_kelpWorldLevel)
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{
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sprintf(spatCount,"%d/%d",getSpatulaCollectedCount(m_currentChapterSelection,i),getSpatulaAvailableCount(m_currentChapterSelection,i));
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m_font->print(xpos,ypos,spatCount);
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fh=CGameScene::getSpriteBank()->getFrameHeader(s_mapLevelData[m_currentChapterSelection].m_questItemFrames[i]);
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ft4=CGameScene::getSpriteBank()->printFT4Scaled(fh,xpos+MAP_LEVEL_WIDTH-fh->W,ypos+MAP_LEVEL_HEIGHT-fh->H,0,0,10,128);
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// Normal level
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POLY_FT4 *ft4;
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m_font->setColour(253,251,67);
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sprintf(buf,"00/%d",level->m_spatularOrTokenCounts);
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fh=CGameScene::getSpriteBank()->getFrameHeader(level->m_questItemFrame);
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ft4=CGameScene::getSpriteBank()->printFT4(fh,pos.vx+MAP_LEVEL_WIDTH-fh->W,pos.vy+MAP_LEVEL_HEIGHT-fh->H,0,0,10);
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if(!hasQuestItemBeenCollected(m_currentChapterSelection,i))
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{
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setRGB0(ft4,10,10,10);
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setRGB0(ft4,50,50,50);
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}
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i++;
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xpos+=MAP_LEVEL_WIDTH+MAP_LEVEL_X_SPACING;
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}
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ypos+=MAP_LEVEL_HEIGHT+MAP_LEVEL_Y_SPACING;
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else
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{
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// Bonuse level
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m_font->setColour(67,251,67);
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sprintf(buf,"00/%d",level->m_spatularOrTokenCounts);
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}
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m_font->print(pos.vx,pos.vy,buf);
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level++;
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}
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// Selection cursor
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fh=CGameScene::getSpriteBank()->getFrameHeader(FRM__MAPPOINTER);
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CGameScene::getSpriteBank()->printFT4(fh,m_pointerPos.vx-(fh->W/2),m_pointerPos.vy-(fh->H/2),0,0,9);
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char buf[100];
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sprintf(buf,"Chapter %d, Level %d",m_currentChapterSelection+1,m_currentLevelSelection+1);
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m_font->setColour(0,255,0);
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m_font->print(24,24,buf);
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// Change chapter
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if(PadGetDown(0)&PAD_UP)
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{
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if(++m_currentChapterSelection>4)m_currentChapterSelection=0;
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if(++m_currentChapterSelection>=MAP_NUM_CHAPTERS)m_currentChapterSelection=0;
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generateMapScreenImage();
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}
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else if(PadGetDown(0)&PAD_DOWN)
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{
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if(--m_currentChapterSelection<0)m_currentChapterSelection=4;
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if(--m_currentChapterSelection<0)m_currentChapterSelection=MAP_NUM_CHAPTERS-1;
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generateMapScreenImage();
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}
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{
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do
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{
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if(--m_currentLevelSelection<0)m_currentLevelSelection=5;
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if(--m_currentLevelSelection<0)m_currentLevelSelection=MAP_NUM_LEVELS_PER_CHAPTER-1;
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}
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while(!isLevelOpen(m_currentChapterSelection,m_currentLevelSelection));
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}
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{
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do
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{
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if(++m_currentLevelSelection>5)m_currentLevelSelection=0;
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if(++m_currentLevelSelection>=MAP_NUM_LEVELS_PER_CHAPTER)m_currentLevelSelection=0;
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}
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while(!isLevelOpen(m_currentChapterSelection,m_currentLevelSelection));
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}
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if(PadGetDown(0)&(PAD_CROSS|PAD_START))
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{
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s_globalLevelSelectThing=s_mapLevelData[m_currentChapterSelection].m_globalLevelNumbers[m_currentLevelSelection];
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s_globalLevelSelectThing=s_mapLevelData[m_currentChapterSelection][m_currentLevelSelection].m_globalLevelNumber;
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m_readyToExit=true;
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// CFader::setFadingOut(CFader::BLACK_FADE);
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GameState::setNextScene(&GameScene);
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---------------------------------------------------------------------- */
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void CMapScene::generateMapScreenImage()
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{
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int i,x,y,xpos,ypos;
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int i;
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m_currentLevelSelection=0;
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memset(m_screenImage,0,512*256*2);
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copyImageToScreen(MAP_MAP_BACKGROUND_GFX,MAP_PARCHMENT_START_X,MAP_PARCHMENT_START_Y,MAP_PARCHMENT_WIDTH,MAP_PARCHMENT_HEIGHT);
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i=0;
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ypos=MAP_PARCHMENT_START_Y+MAP_LEVEL_TOP_BORDER;
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for(y=0;y<2;y++)
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for(i=0;i<MAP_NUM_LEVELS_PER_CHAPTER;i++)
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{
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xpos=256-((MAP_LEVEL_WIDTH*3)/2)-MAP_LEVEL_X_SPACING;
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for(x=0;x<3;x++)
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if(isLevelOpen(m_currentChapterSelection,i))
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{
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if(isLevelOpen(m_currentChapterSelection,i))
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{
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copyImageToScreen(s_mapLevelData[m_currentChapterSelection].m_mapFiles[i],xpos,ypos,MAP_LEVEL_WIDTH,MAP_LEVEL_HEIGHT);
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}
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i++;
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xpos+=MAP_LEVEL_WIDTH+MAP_LEVEL_X_SPACING;
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copyImageToScreen(s_mapLevelData[m_currentChapterSelection][i].m_mapFile,s_mapLevelPositions[i].vx,s_mapLevelPositions[i].vy,MAP_LEVEL_WIDTH,MAP_LEVEL_HEIGHT);
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}
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ypos+=MAP_LEVEL_HEIGHT+MAP_LEVEL_Y_SPACING;
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}
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m_pointerPos=getPointerTargetPosition();
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DVECTOR CMapScene::getPointerTargetPosition()
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{
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DVECTOR pos;
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pos.vx=256-((MAP_LEVEL_WIDTH*3)/2)-MAP_LEVEL_X_SPACING+
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((m_currentLevelSelection%3)*(MAP_LEVEL_WIDTH+MAP_LEVEL_X_SPACING))+
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(MAP_LEVEL_WIDTH/2);
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pos.vy=MAP_PARCHMENT_START_Y+MAP_LEVEL_TOP_BORDER+
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((m_currentLevelSelection/3)*(MAP_LEVEL_HEIGHT+MAP_LEVEL_Y_SPACING))+
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(MAP_LEVEL_HEIGHT)+
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(msin(m_pointerSin)*4>>12);
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pos=s_mapLevelPositions[m_currentLevelSelection];
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pos.vx+=(MAP_LEVEL_WIDTH/2);
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pos.vy+=MAP_LEVEL_HEIGHT+(msin(m_pointerSin)*4>>12);
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return pos;
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}
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CMapScene::isLevelOpen(int _chapter,int _level)
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int CMapScene::isLevelOpen(unsigned int _chapter,unsigned int _level)
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{
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return _level!=4; // no boss levels atm..
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return true;
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}
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int CMapScene::getSpatulaCollectedCount(int _chapter,int _level)
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int CMapScene::getSpatulaCollectedCount(unsigned int _chapter,unsigned int _level)
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{
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return CGameSlotManager::getSlotData()->getSpatulaCollectedCount(_chapter,_level);
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}
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int CMapScene::getSpatulaAvailableCount(int _chapter,int _level)
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int CMapScene::getSpatulaAvailableCount(unsigned int _chapter,unsigned int _level)
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{
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return 99;
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ASSERT(!s_mapLevelData[_chapter][_level].m_kelpWorldLevel);
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return s_mapLevelData[_chapter][_level].m_spatularOrTokenCounts;
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}
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int CMapScene::hasQuestItemBeenCollected(int _chapter,int _level)
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int CMapScene::getKelpTokenAvailableCount(unsigned int _chapter,unsigned int _level)
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{
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return true;
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ASSERT(s_mapLevelData[_chapter][_level].m_kelpWorldLevel);
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return s_mapLevelData[_chapter][_level].m_spatularOrTokenCounts;
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}
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int CMapScene::hasQuestItemBeenCollected(unsigned int _chapter,unsigned int _level)
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{
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return _level&1;
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}
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