This commit is contained in:
Paul 2001-06-12 18:56:40 +00:00
parent bd4323bd18
commit a52ee00ff3
5 changed files with 182 additions and 42 deletions

View file

@ -87,6 +87,10 @@
#include "fma\fma.h"
#endif
#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
#include "gfx\actor.h"
@ -258,14 +262,41 @@ void CGameScene::think(int _frames)
}
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);
}
// Level finished - go to map or fma
if(getLevelNumber()==4)
if(level==4)
{
GameState::setNextScene(&FmaScene);
}
else if(getLevelNumber()==5)
else if(level==5)
{
if(getChapterNumber()==5)
if(chapter==5)
{
ShopScene.setGotoPartyScreen();
}

View file

@ -130,6 +130,7 @@ void CGameSlotManager::eraseGameSlot(unsigned int _slot)
slot->m_continues=INITIAL_CONTINUES;
slot->m_maxLevelCompleted=0;
// Clear spatula and kelp token flags
for(i=0;i<NUM_CHAPTERS*NUM_LEVELS_WITH_SPATULAS;i++)
{
for(j=0;j<16;j++)
@ -137,7 +138,6 @@ void CGameSlotManager::eraseGameSlot(unsigned int _slot)
slot->m_spatulaCollectedFlags[i][j]=0;
}
}
for(i=0;i<NUM_CHAPTERS;i++)
{
for(j=0;j<16;j++)
@ -151,11 +151,20 @@ void CGameSlotManager::eraseGameSlot(unsigned int _slot)
#else
slot->m_kelpTokensHeld=0;
#endif
// No party items held yet
for(i=0;i<CShopScene::NUM_SHOP_ITEM_IDS;i++)
{
slot->m_partyItemsHeld[i]=false;
}
// Mark all levels except first as NOT_OPEN
// On a non-cd build, everything starts as open
slot->m_levelCompletionState[0]=LEVELCOMPETESTATE_OPEN;
for(i=1;i<NUM_CHAPTERS*(NUM_LEVELS_PER_CHAPTER_WITH_QUEST_ITEMS+NUM_BONUS_LEVELS_PER_CHAPTER);i++)
{
slot->m_levelCompletionState[i]=LEVELCOMPETESTATE_NOT_OPEN;
}
}

View file

@ -51,6 +51,15 @@ public:
NUM_CHAPTERS=5,
NUM_LEVELS_WITH_SPATULAS=4,
NUM_LEVELS_PER_CHAPTER_WITH_QUEST_ITEMS=4,
NUM_BONUS_LEVELS_PER_CHAPTER=1,
};
enum
{
LEVELCOMPETESTATE_NOT_OPEN, // Level is not available to play
LEVELCOMPETESTATE_OPEN, // Level is available to play
LEVELCOMPETESTATE_COMPLETED, // Level has been completed
};
@ -64,6 +73,7 @@ public:
unsigned char m_kelpTokenCollectedFlags[NUM_CHAPTERS][16]; // Same again..
unsigned char m_kelpTokensHeld;
unsigned char m_partyItemsHeld[CShopScene::NUM_SHOP_ITEM_IDS];
unsigned char m_levelCompletionState[NUM_CHAPTERS*(NUM_LEVELS_PER_CHAPTER_WITH_QUEST_ITEMS+NUM_BONUS_LEVELS_PER_CHAPTER)];
// Spat functions..
int getSpatulaCollectedCount(unsigned int _chapter,unsigned int _level)
@ -150,6 +160,45 @@ public:
ASSERT(!m_partyItemsHeld[_itemNumber]);
m_partyItemsHeld[_itemNumber]=true;
}
// Levels
int isLevelOpen(unsigned int _chapter,unsigned int _level)
{
int index;
index=(_chapter*(NUM_LEVELS_PER_CHAPTER_WITH_QUEST_ITEMS+NUM_BONUS_LEVELS_PER_CHAPTER))+_level;
return m_levelCompletionState[index]!=(int)LEVELCOMPETESTATE_NOT_OPEN;
}
int hasQustItemBeenCollected(unsigned int _chapter,unsigned int _level)
{
int index;
index=(_chapter*(NUM_LEVELS_PER_CHAPTER_WITH_QUEST_ITEMS+NUM_BONUS_LEVELS_PER_CHAPTER))+_level;
return m_levelCompletionState[index]==(int)LEVELCOMPETESTATE_COMPLETED;
}
void levelIsNowOpen(unsigned int _chapter,unsigned int _level)
{
int index;
index=(_chapter*(NUM_LEVELS_PER_CHAPTER_WITH_QUEST_ITEMS+NUM_BONUS_LEVELS_PER_CHAPTER))+_level;
if(m_levelCompletionState[index]==LEVELCOMPETESTATE_NOT_OPEN)
{
m_levelCompletionState[index]=LEVELCOMPETESTATE_OPEN;
}
}
void levelHasBeenCompleted(unsigned int _chapter,unsigned int _level)
{
int index;
index=(_chapter*(NUM_LEVELS_PER_CHAPTER_WITH_QUEST_ITEMS+NUM_BONUS_LEVELS_PER_CHAPTER))+_level;
m_levelCompletionState[index]=LEVELCOMPETESTATE_COMPLETED;
}
#ifdef __VERSION_DEBUG__
void debugCheatOpenAllLevels()
{
for(int i=1;i<NUM_CHAPTERS*(NUM_LEVELS_PER_CHAPTER_WITH_QUEST_ITEMS+NUM_BONUS_LEVELS_PER_CHAPTER);i++)
{
m_levelCompletionState[i]=LEVELCOMPETESTATE_OPEN;
}
}
#endif
} GameSlot;
static void init();