This commit is contained in:
parent
994ee1a7ae
commit
d17e6c0d29
13 changed files with 530 additions and 171 deletions
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@ -48,6 +48,8 @@ scripts/fma_ch6_01.dat
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scripts/fma_ch6_02.dat
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scripts/fma_ch6_03.dat
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scripts/fma_party.dat
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scripts/fma_plankton.dat
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scripts/c1l1_celebrate.dat
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@ -1,12 +1,11 @@
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#include data/scripts/defs/defs.scr
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#include data/scripts/defs/charanim.scr
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#include data/scripts/defs/items.scr
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#include data/scripts/defs/response.scr
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#include data/scripts/defs/trans.scr
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_setText(CHAR_JACKCUSTARD,STR__INGAME__FMA_C1_INTRO0);
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_setText(CHAR_SPONGEBOB,STR__INGAME__FMA_PARTY_SB0);
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_setResponseOptions(QUESTION_OK);
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do
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{
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@ -14,7 +13,23 @@ do
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}
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while(_getResponse()==ANSWER_NONE);
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_setText(CHAR_JACKCUSTARD,STR__INGAME__FMA_C1_INTRO1);
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_setText(CHAR_PATRICK,STR__INGAME__FMA_PARTY_PAT0);
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_setResponseOptions(QUESTION_OK);
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do
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{
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pause;
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}
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while(_getResponse()==ANSWER_NONE);
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_setText(CHAR_JACKCUSTARD,STR__INGAME__FMA_PARTY_VO0);
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_setResponseOptions(QUESTION_OK);
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do
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{
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pause;
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}
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while(_getResponse()==ANSWER_NONE);
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_setText(CHAR_JACKCUSTARD,STR__INGAME__FMA_PARTY_ALL);
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_setResponseOptions(QUESTION_OK);
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do
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{
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@ -282,11 +282,24 @@ eng=SpongeBob SqaurePants!!! Wait until I get my hands on that porous Freak!!!!
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[STR__INGAME__FMA_PLANKTON]
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eng=Blast you SpongeBreath, you have found my secret time machine! Whatever you do make sure you fill it up before you bring it back!!!!
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; ---------------------------------------------------------------
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[STR__INGAME__GENERIC__CHECK1]
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eng=Did that make sense..?
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; End party FMA
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[STR__INGAME__FMA_PARTY_SB0]
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eng=Happy Birthday Patrick from all your friends in Bikini Bottom!
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[STR__INGAME__FMA_PARTY_PAT0]
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eng=Today’s my birthday? Hmm. I thought I was born a long time ago in a hospital. Thanks for the signed photo of my favorite superheroes anyhow. This the best birthday ever!!
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[STR__INGAME__FMA_PARTY_VO0]
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eng=Stand Still while I take your picture
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[STR__INGAME__FMA_PARTY_ALL]
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eng=Happy Birthday!
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; ---------------------------------------------------------------
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; Ingame conversations
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; ---------------------------------------------------------------
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Chapter 1 - Level 1 - 01
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[STR__INGAME__CH1__L1__SPONGEY1]
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eng=Hi Squidward !!! Ready for another great day together, friend?
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@ -605,7 +605,7 @@ SCRIPTS_LIST := ch1l1_01 ch1l1_02 ch1l2_01 ch1l2_02 ch1l2_03 ch1l4_01 ch1l4_02
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fma_ch4_00 fma_ch4_01 fma_ch4_02 \
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fma_ch5_00 fma_ch5_01 fma_ch5_02 \
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fma_ch6_00 fma_ch6_01 fma_ch6_02 fma_ch6_03 \
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fma_plankton \
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fma_plankton fma_party \
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c1l1_celebrate c1l2_celebrate c1l3_celebrate c1l4_celebrate \
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c2l1_celebrate c2l2_celebrate c2l3_celebrate c2l4_celebrate \
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c3l1_celebrate c3l2_celebrate c3l3_celebrate c3l4_celebrate \
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@ -18,26 +18,10 @@
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#include "backend\party.h"
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#ifndef __PAD_PADS_H__
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#include "pad\pads.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.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 __FRONTEND_FRONTEND_H__
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#include "frontend\frontend.h"
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#endif
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#ifndef __GFX_FADER_H__
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#include "gfx\fader.h"
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#endif
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#ifndef _FILEIO_HEADER_
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#include "fileio\fileio.h"
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#endif
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@ -54,14 +38,6 @@
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#include "gfx\sprbank.h"
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#endif
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#ifndef __ACTOR_HEADER__
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#include "gfx\actor.h"
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#endif
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#ifndef __BACKEND_CREDITS_H__
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#include "backend\credits.h"
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#endif
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#ifndef __MATHTABLE_HEADER__
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#include "utils\mathtab.h"
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#endif
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@ -104,10 +80,8 @@
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static int s_leftBobSin,s_leftBob,s_rightBobSin,s_rightBob;
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CPartyScene PartyScene;
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CActorGfx *m_actorSpongebob;
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CActorGfx *m_actorPatrick;
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//CActorGfx *m_actorSpongebob;
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//CActorGfx *m_actorPatrick;
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/*----------------------------------------------------------------------
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@ -122,29 +96,12 @@ void CPartyScene::init()
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ASSERT(m_image);
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SetScreenImage((u8*)m_image);
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// m_font=new ("game over font") ScalableFontBank();
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// m_font->initialise(&standardFont);
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// m_font->setJustification(ScalableFontBank::JUST_CENTRE);
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// m_font->setOt(5);
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m_sprites=new ("Party sprites") SpriteBank();
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m_sprites->load(PARTY_PARTY_SPR);
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m_readyToExit=false;
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CFader::setFadingIn();
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CActorPool::Reset();
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m_actorSpongebob=CActorPool::GetActor(ACTORS_SPONGEBOB_SBK);
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m_actorSpongebob->SetOtPos(5);
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m_actorPatrick=CActorPool::GetActor(ACTORS_PATRICK_SBK);
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m_actorPatrick->SetOtPos(5);
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CActorPool::SetUpCache();
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CActorPool::CleanUpCache();
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s_leftBobSin=s_leftBob=s_rightBobSin=s_rightBob=0;
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CSoundMediator::setSong(CSoundMediator::SONG_PARTY);
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CSoundMediator::playSong();
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}
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@ -156,14 +113,7 @@ void CPartyScene::init()
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---------------------------------------------------------------------- */
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void CPartyScene::shutdown()
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{
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CSoundMediator::dumpSong();
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delete m_actorPatrick;
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delete m_actorSpongebob;
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CActorPool::Reset();
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m_sprites->dump(); delete m_sprites;
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// m_font->dump(); delete m_font;
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MemFree(m_image);
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}
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@ -260,10 +210,6 @@ static PARTY_IMAGE images[]=
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};
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static const int numimages=sizeof(images)/sizeof(PARTY_IMAGE);
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DVECTOR sbpos={220,195};
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int sbanim=5,sbfrm=1;
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DVECTOR patpos={300,200};
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int patanim=0,patfrm=0;
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void CPartyScene::render()
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{
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int i;
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@ -281,7 +227,7 @@ void CPartyScene::render()
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for(i=0;i<numimages;i++)
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{
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ASSERT(pimage->m_fh<=FRM_TABLESIDE3);
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if(gameSlot->isPartyItemHeld(pimage->m_itemId)&&!drawn[pimage->m_elementId])
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// if(gameSlot->isPartyItemHeld(pimage->m_itemId)&&!drawn[pimage->m_elementId])
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{
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int x,y;
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x=pimage->m_xOffsetBroken*256;
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@ -298,14 +244,6 @@ void CPartyScene::render()
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}
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pimage++;
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}
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// Actors
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m_actorSpongebob->Render(sbpos,sbanim,sbfrm,0,0);
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sbfrm=0;
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m_actorPatrick->Render(patpos,patanim,patfrm,0,0);
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CActorPool::CleanUpCache();
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}
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@ -317,16 +255,6 @@ void CPartyScene::render()
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---------------------------------------------------------------------- */
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void CPartyScene::think(int _frames)
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{
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if(!CFader::isFading())
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{
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if(PadGetDown(0)&(PAD_CROSS|PAD_START))
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{
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m_readyToExit=true;
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CFader::setFadingOut();
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GameState::setNextScene(&CreditsScene);
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}
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}
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s_leftBobSin=(s_leftBobSin+(_frames*20))&4095;
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s_rightBobSin=(s_rightBobSin+(_frames*16))&4095;
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s_leftBob=(msin(s_leftBobSin)*2)>>12;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPartyScene::readyToShutdown()
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{
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return m_readyToExit&&!CFader::isFading();
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}
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/*===========================================================================
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end */
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@ -18,11 +18,6 @@
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Includes
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-------- */
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#ifndef __SYSTEM_GSTATE_H__
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#include "system\gstate.h"
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#endif
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/* Std Lib
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------- */
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Structure defintions
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-------------------- */
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class CPartyScene: public CScene
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class CPartyScene
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{
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public:
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void init();
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void shutdown();
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void render();
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void think(int _frames);
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int readyToShutdown();
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char *getSceneName() {return"Party";}
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private:
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class SpriteBank *m_sprites;
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int m_readyToExit;
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unsigned char *m_image;
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};
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Globals
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------- */
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extern CPartyScene PartyScene;
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/*----------------------------------------------------------------------
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Functions
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--------- */
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@ -31,6 +31,10 @@ FX
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#include "level\level.h"
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#endif
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#ifndef __BACKEND_PARTY_H__
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#include "backend\party.h"
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#endif
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#ifndef __THING_THING_H__
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#include "thing\thing.h"
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#endif
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#include "game\convo.h"
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#endif
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#ifndef __MAP_MAP_H__
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#include "map\map.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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#include "fx\fx.h"
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#include "fx\FXTvExplode.h"
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#ifndef __MATHTABLE_HEADER__
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#include "utils\mathtab.h"
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#endif
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// Game scenes..
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#ifndef __MAP_MAP_H__
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#include "map\map.h"
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#endif
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#ifndef __FRONTEND_CREDITS_H__
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#include "backend\credits.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#endif
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/* Std Lib
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------- */
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#include "actor_plankton_anim.h"
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#endif
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#ifndef __ANIM_PATRICK_HEADER__
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#include "actor_patrick_anim.h"
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#endif
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#ifndef __ANIM_KRUSTY_HEADER__
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#include "actor_krusty_anim.h"
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#endif
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#ifndef __ANIM_squidward_HEADER__
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#include "actor_squidward_anim.h"
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#endif
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#ifndef __ANIM_SANDY_HEADER__
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#include "actor_sandy_anim.h"
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#endif
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#define FRM__KELP_BAR FRM__C4_QUEST_ITEM_2
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@ -107,6 +141,10 @@ enum
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FMA_ACTOR_BB,
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FMA_ACTOR_GARY,
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FMA_ACTOR_PLANKTON,
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FMA_ACTOR_PATRICK,
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FMA_ACTOR_KRABS,
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FMA_ACTOR_SQUIDWARD,
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FMA_ACTOR_SANDY,
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FMA_NUM_ACTORS
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};
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@ -137,10 +175,24 @@ enum
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FMA_NUM_ANIMS,
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};
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// Next scene types
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enum
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{
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FMA_NEXT_SCENE_MAP,
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FMA_NEXT_SCENE_GAME,
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FMA_NEXT_SCENE_CREDITS,
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FMA_NUM_NEXT_SCENES
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};
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// Available script commands
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typedef enum
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{
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SC_USE_LEVEL, // levelNumber
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SC_USE_PARTY, //
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SC_SET_NEXT_SCENE, // nextScene
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SC_SNAP_CAMERA_TO, // x,y
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SC_MOVE_CAMERA_TO, // x,y,frames
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SC_WAIT_ON_ACTOR_ANIM, // actor (nonblocking)
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SC_WAIT_ON_CAMERA_STOP, // (nonblocking)
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SC_WAIT_ON_CONVERSATION, // scriptId (nonblocking)
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SC_WAIT_ON_THROWN_ITEM, // item
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SC_SET_ACTOR_VISIBILITY, // actor,on/off
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SC_SET_ACTOR_POSITION, // actor,x,y
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SC_CREATE_FX, // FxNo, X,Y, FXType
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SC_KILL_FX, // FxNo
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SC_SET_ITEM, // item, Frame
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SC_CARRY_ITEM, // item, actor
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SC_SET_ITEM, // item,frame
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SC_CARRY_ITEM, // item,actor
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SC_HIDE_ITEM, // item
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SC_THROW_ITEM_TO_ACTOR, // item,targetActor,arcHeight,frames
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SC_START, //
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SC_STOP, //
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} SCRIPT_COMMAND;
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@ -228,12 +284,19 @@ typedef struct
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struct sItemData
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{
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s8 m_visible;
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DVECTOR m_Pos;
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s8 m_Actor;
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u8 m_facing;
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u16 m_Frame;
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s8 m_TargetActor;
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DVECTOR m_startPos;
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DVECTOR m_TargetPos;
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u16 m_startMoveFrame;
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u16 m_endMoveFrame;
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s8 m_throwArcHeight;
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};
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@ -254,6 +317,15 @@ CFmaScene FmaScene;
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CFX *m_FXTable[FMA_FX_COUNT];
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sItemData m_itemData[FMA_ITEM_MAX];
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/*****************************************************************************/
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static CScene *s_nextGameSceneTable[FMA_NUM_NEXT_SCENES]=
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{
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&MapScene, // FMA_NEXT_SCENE_MAP
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&GameScene, // FMA_NEXT_SCENE_GAME
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&CreditsScene, // FMA_NEXT_SCENE_CREDITS
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};
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/*****************************************************************************/
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// Actor graphics data
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static const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
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@ -366,6 +438,94 @@ static const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
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/*FMA_ANIM_SIT*/ {0,-1},
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/*FMA_ANIM_SITLOOKLEFT*/ {0,-1},
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/*FMA_ANIM_SITASLEEP*/ {0,-1},
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/*FMA_ANIM_RUBHEAD*/ {0,-1},
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},
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},
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{ // Patrick
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{ACTORS_PATRICK_SBK, (FileEquate)0},{0,0},
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{
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/*FMA_ANIM_IDLE*/ {0,ANIM_PATRICK_IDLEBREATHE},
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/*FMA_ANIM_WALK*/ {0,-1},
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/*FMA_ANIM_FIXTV*/ {0,-1},
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/*FMA_ANIM_GIVEEND*/ {0,-1},
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/*FMA_ANIM_GIVESTART*/ {0,-1},
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/*FMA_ANIM_IDEA*/ {0,-1},
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/*FMA_ANIM_QUICKEXIT*/ {0,-1},
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/*FMA_ANIM_SHOUT*/ {0,-1},
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/*FMA_ANIM_STUMBLE*/ {0,-1},
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/*FMA_ANIM_THROW*/ {0,-1},
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/*FMA_ANIM_HIDE*/ {0,-1},
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/*FMA_ANIM_UNHIDE*/ {0,-1},
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/*FMA_ANIM_UNHIDEIDLE*/ {0,-1},
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/*FMA_ANIM_SIT*/ {0,-1},
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/*FMA_ANIM_SITLOOKLEFT*/ {0,-1},
|
||||
/*FMA_ANIM_SITASLEEP*/ {0,-1},
|
||||
/*FMA_ANIM_RUBHEAD*/ {0,-1},
|
||||
},
|
||||
},
|
||||
{ // Krusty
|
||||
{ACTORS_KRUSTY_SBK, (FileEquate)0},{0,0},
|
||||
{
|
||||
/*FMA_ANIM_IDLE*/ {0,ANIM_KRUSTY_IDLEBREATHE},
|
||||
/*FMA_ANIM_WALK*/ {0,-1},
|
||||
/*FMA_ANIM_FIXTV*/ {0,-1},
|
||||
/*FMA_ANIM_GIVEEND*/ {0,-1},
|
||||
/*FMA_ANIM_GIVESTART*/ {0,-1},
|
||||
/*FMA_ANIM_IDEA*/ {0,-1},
|
||||
/*FMA_ANIM_QUICKEXIT*/ {0,-1},
|
||||
/*FMA_ANIM_SHOUT*/ {0,-1},
|
||||
/*FMA_ANIM_STUMBLE*/ {0,-1},
|
||||
/*FMA_ANIM_THROW*/ {0,-1},
|
||||
/*FMA_ANIM_HIDE*/ {0,-1},
|
||||
/*FMA_ANIM_UNHIDE*/ {0,-1},
|
||||
/*FMA_ANIM_UNHIDEIDLE*/ {0,-1},
|
||||
/*FMA_ANIM_SIT*/ {0,-1},
|
||||
/*FMA_ANIM_SITLOOKLEFT*/ {0,-1},
|
||||
/*FMA_ANIM_SITASLEEP*/ {0,-1},
|
||||
/*FMA_ANIM_RUBHEAD*/ {0,-1},
|
||||
},
|
||||
},
|
||||
{ // Squidward
|
||||
{ACTORS_SQUIDWARD_SBK, (FileEquate)0},{0,0},
|
||||
{
|
||||
/*FMA_ANIM_IDLE*/ {0,ANIM_SQUIDWARD_IDLEBREATHE},
|
||||
/*FMA_ANIM_WALK*/ {0,-1},
|
||||
/*FMA_ANIM_FIXTV*/ {0,-1},
|
||||
/*FMA_ANIM_GIVEEND*/ {0,-1},
|
||||
/*FMA_ANIM_GIVESTART*/ {0,-1},
|
||||
/*FMA_ANIM_IDEA*/ {0,-1},
|
||||
/*FMA_ANIM_QUICKEXIT*/ {0,-1},
|
||||
/*FMA_ANIM_SHOUT*/ {0,-1},
|
||||
/*FMA_ANIM_STUMBLE*/ {0,-1},
|
||||
/*FMA_ANIM_THROW*/ {0,-1},
|
||||
/*FMA_ANIM_HIDE*/ {0,-1},
|
||||
/*FMA_ANIM_UNHIDE*/ {0,-1},
|
||||
/*FMA_ANIM_UNHIDEIDLE*/ {0,-1},
|
||||
/*FMA_ANIM_SIT*/ {0,-1},
|
||||
/*FMA_ANIM_SITLOOKLEFT*/ {0,-1},
|
||||
/*FMA_ANIM_SITASLEEP*/ {0,-1},
|
||||
/*FMA_ANIM_RUBHEAD*/ {0,-1},
|
||||
},
|
||||
},
|
||||
{ // Sandy
|
||||
{ACTORS_SANDY_SBK, (FileEquate)0},{0,0},
|
||||
{
|
||||
/*FMA_ANIM_IDLE*/ {0,ANIM_SANDY_IDLE},
|
||||
/*FMA_ANIM_WALK*/ {0,-1},
|
||||
/*FMA_ANIM_FIXTV*/ {0,-1},
|
||||
/*FMA_ANIM_GIVEEND*/ {0,-1},
|
||||
/*FMA_ANIM_GIVESTART*/ {0,-1},
|
||||
/*FMA_ANIM_IDEA*/ {0,-1},
|
||||
/*FMA_ANIM_QUICKEXIT*/ {0,-1},
|
||||
/*FMA_ANIM_SHOUT*/ {0,-1},
|
||||
/*FMA_ANIM_STUMBLE*/ {0,-1},
|
||||
/*FMA_ANIM_THROW*/ {0,-1},
|
||||
/*FMA_ANIM_HIDE*/ {0,-1},
|
||||
/*FMA_ANIM_UNHIDE*/ {0,-1},
|
||||
/*FMA_ANIM_UNHIDEIDLE*/ {0,-1},
|
||||
/*FMA_ANIM_SIT*/ {0,-1},
|
||||
/*FMA_ANIM_SITLOOKLEFT*/ {0,-1},
|
||||
/*FMA_ANIM_SITASLEEP*/ {0,-1},
|
||||
/*FMA_ANIM_RUBHEAD*/ {0,-1},
|
||||
},
|
||||
},
|
||||
|
@ -384,6 +544,10 @@ static const int s_FMAIntroScript[]=
|
|||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH1_01_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH1_02_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH1_03_DAT,
|
||||
SC_USE_LEVEL, 25,
|
||||
SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_MAP,
|
||||
SC_START,
|
||||
|
||||
|
||||
// Scene 1 - SB & Gary outside house
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
|
||||
|
@ -468,6 +632,9 @@ static const int s_FMAC1EndScript[]=
|
|||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH2_01_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH2_02_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH2_03_DAT,
|
||||
SC_USE_LEVEL, 25,
|
||||
SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_MAP,
|
||||
SC_START,
|
||||
|
||||
// Scene 1 - Shade Shoals
|
||||
SC_SNAP_CAMERA_TO, 4*16,18*16,
|
||||
|
@ -546,6 +713,9 @@ static const int s_FMAC2EndScript[]=
|
|||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH3_00_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH3_01_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH3_02_DAT,
|
||||
SC_USE_LEVEL, 25,
|
||||
SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_MAP,
|
||||
SC_START,
|
||||
|
||||
// Scene 1 - Shade Shoals
|
||||
SC_SNAP_CAMERA_TO, 4*16,18*16,
|
||||
|
@ -612,6 +782,9 @@ static const int s_FMAC3EndScript[]=
|
|||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH4_00_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH4_01_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH4_02_DAT,
|
||||
SC_USE_LEVEL, 25,
|
||||
SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_MAP,
|
||||
SC_START,
|
||||
|
||||
// Scene 1 - Shade Shoals
|
||||
SC_SNAP_CAMERA_TO, 4*16,18*16,
|
||||
|
@ -697,6 +870,9 @@ static const int s_FMAC4EndScript[]=
|
|||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH5_00_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH5_01_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH5_02_DAT,
|
||||
SC_USE_LEVEL, 25,
|
||||
SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_MAP,
|
||||
SC_START,
|
||||
|
||||
// Scene 1 - Shade Shoals
|
||||
SC_SNAP_CAMERA_TO, 369*16,18*16,
|
||||
|
@ -750,6 +926,9 @@ static const int s_FMAC5EndScript[]=
|
|||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_01_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_02_DAT,
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_03_DAT,
|
||||
SC_USE_LEVEL, 25,
|
||||
SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_MAP,
|
||||
SC_START,
|
||||
|
||||
// Scene 1 - Shade Shoals
|
||||
SC_SNAP_CAMERA_TO, 4*16,18*16,
|
||||
|
@ -845,6 +1024,11 @@ static const int s_FMAC5EndScript[]=
|
|||
static const int s_FMAPlanktonScript[]=
|
||||
{
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_PLANKTON_DAT,
|
||||
SC_USE_LEVEL, 26,
|
||||
SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_GAME,
|
||||
SC_START,
|
||||
|
||||
|
||||
SC_SNAP_CAMERA_TO, 0*16,5*16,
|
||||
|
||||
SC_WAIT_ON_TIMER, 60*2,
|
||||
|
@ -887,6 +1071,84 @@ static const int s_FMAPlanktonScript[]=
|
|||
SC_STOP
|
||||
};
|
||||
|
||||
/*****************************************************************************/
|
||||
/*** Part FMA ****************************************************************/
|
||||
/*****************************************************************************/
|
||||
|
||||
static const int s_FMAPartyScript[]=
|
||||
{
|
||||
// Init
|
||||
SC_REGISTER_CONVERSATION, SCRIPTS_FMA_PARTY_DAT,
|
||||
SC_USE_PARTY,
|
||||
SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_CREDITS,
|
||||
SC_SNAP_CAMERA_TO, 0,0,
|
||||
SC_START,
|
||||
|
||||
// Party scene
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
|
||||
SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,150,150,
|
||||
SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
|
||||
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
|
||||
SC_SET_ITEM, 0,FRM__SANDWICH,
|
||||
SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
|
||||
|
||||
/*
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_IDLE,1,
|
||||
SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,175,150,
|
||||
SC_SET_ACTOR_FACING, FMA_ACTOR_MM,1,
|
||||
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_MM,true,
|
||||
*/
|
||||
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_IDLE,1,
|
||||
SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,300,200,
|
||||
SC_SET_ACTOR_FACING, FMA_ACTOR_BB,1,
|
||||
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
|
||||
|
||||
/*
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_GARY,FMA_ANIM_IDLE,1,
|
||||
SC_SET_ACTOR_POSITION, FMA_ACTOR_GARY,225,150,
|
||||
SC_SET_ACTOR_FACING, FMA_ACTOR_GARY,1,
|
||||
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_GARY,true,
|
||||
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_PLANKTON,FMA_ANIM_IDLE,1,
|
||||
SC_SET_ACTOR_POSITION, FMA_ACTOR_PLANKTON,250,150,
|
||||
SC_SET_ACTOR_FACING, FMA_ACTOR_PLANKTON,1,
|
||||
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_PLANKTON,true,
|
||||
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_PATRICK,FMA_ANIM_IDLE,1,
|
||||
SC_SET_ACTOR_POSITION, FMA_ACTOR_PATRICK,250,200,
|
||||
SC_SET_ACTOR_FACING, FMA_ACTOR_PATRICK,1,
|
||||
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_PATRICK,true,
|
||||
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_KRABS,FMA_ANIM_IDLE,1,
|
||||
SC_SET_ACTOR_POSITION, FMA_ACTOR_KRABS,275,200,
|
||||
SC_SET_ACTOR_FACING, FMA_ACTOR_KRABS,1,
|
||||
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_KRABS,true,
|
||||
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SQUIDWARD,FMA_ANIM_IDLE,1,
|
||||
SC_SET_ACTOR_POSITION, FMA_ACTOR_SQUIDWARD,300,200,
|
||||
SC_SET_ACTOR_FACING, FMA_ACTOR_SQUIDWARD,1,
|
||||
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SQUIDWARD,true,
|
||||
|
||||
SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SANDY,FMA_ANIM_IDLE,1,
|
||||
SC_SET_ACTOR_POSITION, FMA_ACTOR_SANDY,325,150,
|
||||
SC_SET_ACTOR_FACING, FMA_ACTOR_SANDY,1,
|
||||
SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SANDY,true,
|
||||
*/
|
||||
|
||||
SC_WAIT_ON_TIMER, 240,
|
||||
|
||||
SC_THROW_ITEM_TO_ACTOR, 0,FMA_ACTOR_BB,0,120,
|
||||
SC_WAIT_ON_THROWN_ITEM, 0,
|
||||
|
||||
SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_PARTY_DAT,
|
||||
SC_HIDE_ITEM, 0,
|
||||
SC_WAIT_ON_TIMER, 60*600,
|
||||
|
||||
SC_STOP
|
||||
};
|
||||
|
||||
|
||||
static const int *s_fmaScripts[CFmaScene::NUM_FMA_SCRIPTS]=
|
||||
{
|
||||
s_FMAIntroScript,
|
||||
|
@ -896,9 +1158,10 @@ static const int *s_fmaScripts[CFmaScene::NUM_FMA_SCRIPTS]=
|
|||
s_FMAC4EndScript,
|
||||
s_FMAC5EndScript,
|
||||
s_FMAPlanktonScript,
|
||||
s_FMAPartyScript,
|
||||
};
|
||||
|
||||
static CFmaScene::FMA_SCRIPT_NUMBER s_chosenScript=CFmaScene::FMA_SCRIPT__INTRO;
|
||||
static CFmaScene::FMA_SCRIPT_NUMBER s_chosenScript=CFmaScene::FMA_SCRIPT__PARTY;//FMA_SCRIPT__INTRO;
|
||||
|
||||
/*----------------------------------------------------------------------
|
||||
Function:
|
||||
|
@ -911,21 +1174,11 @@ void CFmaScene::init()
|
|||
int i;
|
||||
ACTOR_DATA *actor;
|
||||
|
||||
m_level=NULL;
|
||||
|
||||
CThingManager::init();
|
||||
CConversation::init();
|
||||
|
||||
m_level=new ("FMALevel") CLevel();
|
||||
if (s_chosenScript==FMA_SCRIPT__PLANKTON)
|
||||
{
|
||||
m_level->init(26);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_level->init(25);
|
||||
}
|
||||
|
||||
|
||||
m_cameraPos.vx=30;
|
||||
m_cameraPos.vy=280;
|
||||
m_cameraMoving=false;
|
||||
|
@ -962,7 +1215,9 @@ void CFmaScene::init()
|
|||
}
|
||||
for (i=0; i<FMA_ITEM_MAX; i++)
|
||||
{
|
||||
m_itemData[i].m_visible=false;
|
||||
m_itemData[i].m_Actor=-1;
|
||||
m_itemData[i].m_TargetActor=-1;
|
||||
}
|
||||
|
||||
CActorPool::SetUpCache();
|
||||
|
@ -973,9 +1228,8 @@ void CFmaScene::init()
|
|||
m_scriptRunning=true;
|
||||
m_pc=s_fmaScripts[s_chosenScript];
|
||||
|
||||
CFader::setFadingIn();
|
||||
|
||||
CSoundMediator::playSong();
|
||||
m_musicPlaying=false;
|
||||
m_tuneLoaded=false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -996,7 +1250,17 @@ void CFmaScene::shutdown()
|
|||
}
|
||||
CActorPool::Reset();
|
||||
|
||||
m_level->shutdown(); delete m_level;
|
||||
if(m_level)
|
||||
{
|
||||
m_level->shutdown();
|
||||
delete m_level;
|
||||
}
|
||||
if(m_party)
|
||||
{
|
||||
m_party->shutdown();
|
||||
delete m_party;
|
||||
}
|
||||
|
||||
CSoundMediator::dumpSong();
|
||||
|
||||
CConversation::shutdown();
|
||||
|
@ -1019,7 +1283,15 @@ void CFmaScene::render()
|
|||
|
||||
CThingManager::renderAllThings();
|
||||
CConversation::render();
|
||||
m_level->render();
|
||||
|
||||
if(m_level)
|
||||
{
|
||||
m_level->render();
|
||||
}
|
||||
else if(m_party)
|
||||
{
|
||||
m_party->render();
|
||||
}
|
||||
|
||||
actor=m_actorData;
|
||||
for(i=0;i<FMA_NUM_ACTORS;i++)
|
||||
|
@ -1040,21 +1312,30 @@ void CFmaScene::render()
|
|||
for (i=0; i<FMA_ITEM_MAX; i++)
|
||||
{
|
||||
sItemData *item=&m_itemData[i];
|
||||
if (item->m_Actor!=-1)
|
||||
if(item->m_visible)
|
||||
{
|
||||
DVECTOR pos;
|
||||
pos.vx=item->m_Pos.vx-m_cameraPos.vx;
|
||||
pos.vy=item->m_Pos.vy-m_cameraPos.vy;
|
||||
if (item->m_facing)
|
||||
if(item->m_TargetActor!=-1)
|
||||
{
|
||||
pos.vx-=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
|
||||
// Being thrown to an actor
|
||||
pos.vx=item->m_Pos.vx-m_cameraPos.vx;
|
||||
pos.vy=item->m_Pos.vy-m_cameraPos.vy;
|
||||
}
|
||||
else
|
||||
if (item->m_Actor!=-1)
|
||||
{
|
||||
pos.vx+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
|
||||
// Attached to an actor
|
||||
pos.vx=item->m_Pos.vx-m_cameraPos.vx;
|
||||
pos.vy=item->m_Pos.vy-m_cameraPos.vy;
|
||||
if (item->m_facing)
|
||||
{
|
||||
pos.vx-=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
|
||||
}
|
||||
else
|
||||
{
|
||||
pos.vx+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
|
||||
}
|
||||
pos.vy+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vy;
|
||||
}
|
||||
pos.vy+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vy;
|
||||
|
||||
CGameScene::getSpriteBank()->printFT4(item->m_Frame,pos.vx,pos.vy,item->m_facing,0,OTPOS__PICKUP_POS-1);
|
||||
}
|
||||
}
|
||||
|
@ -1092,6 +1373,12 @@ void CFmaScene::think(int _frames)
|
|||
}
|
||||
#endif
|
||||
|
||||
if(!CFader::isFading()&&m_tuneLoaded&&!m_musicPlaying)
|
||||
{
|
||||
CSoundMediator::playSong();
|
||||
m_musicPlaying=true;
|
||||
}
|
||||
|
||||
if(PadGetHeld(0) & PAD_START)
|
||||
{ // Give player an exit option!!
|
||||
m_scriptRunning=false;
|
||||
|
@ -1184,19 +1471,51 @@ void CFmaScene::think(int _frames)
|
|||
for (i=0; i<FMA_ITEM_MAX; i++)
|
||||
{
|
||||
sItemData *item=&m_itemData[i];
|
||||
if (item->m_Actor!=-1)
|
||||
if(item->m_TargetActor!=-1)
|
||||
{
|
||||
DVECTOR &TargetPos=m_actorData[item->m_Actor].m_pos;
|
||||
DVECTOR Move;
|
||||
|
||||
Move.vx=TargetPos.vx-item->m_Pos.vx;
|
||||
Move.vy=TargetPos.vy-item->m_Pos.vy;
|
||||
|
||||
item->m_Pos.vx+=Move.vx;
|
||||
item->m_Pos.vy+=Move.vy;
|
||||
// Being thrown to an actor
|
||||
int totalFrames,currentFrame;
|
||||
totalFrames=item->m_endMoveFrame-item->m_startMoveFrame;
|
||||
currentFrame=totalFrames-(item->m_endMoveFrame-m_frameCount);
|
||||
if(currentFrame==0)
|
||||
{
|
||||
item->m_Pos=item->m_startPos;
|
||||
}
|
||||
else if(currentFrame>=totalFrames)
|
||||
{
|
||||
item->m_Pos=item->m_TargetPos;
|
||||
item->m_Actor=item->m_TargetActor;
|
||||
item->m_TargetActor=-1;
|
||||
}
|
||||
else
|
||||
{
|
||||
int sin,yoff;
|
||||
item->m_Pos.vx=item->m_startPos.vx+(((item->m_TargetPos.vx-item->m_startPos.vx)*currentFrame)/totalFrames);
|
||||
item->m_Pos.vy=item->m_startPos.vy+(((item->m_TargetPos.vy-item->m_startPos.vy)*currentFrame)/totalFrames);
|
||||
sin=((currentFrame*2048)/totalFrames);
|
||||
yoff=-(msin(sin)*item->m_throwArcHeight)>>12;
|
||||
item->m_Pos.vy+=yoff;
|
||||
///
|
||||
//item->m_Pos=item->m_TargetPos;
|
||||
///
|
||||
}
|
||||
}
|
||||
else if (item->m_Actor!=-1)
|
||||
{
|
||||
// Being carried by an actor
|
||||
// DVECTOR &TargetPos=m_actorData[item->m_Actor].m_pos;
|
||||
// DVECTOR Move;
|
||||
//
|
||||
// Move.vx=TargetPos.vx-item->m_Pos.vx;
|
||||
// Move.vy=TargetPos.vy-item->m_Pos.vy;
|
||||
//
|
||||
// item->m_Pos.vx+=Move.vx;
|
||||
// item->m_Pos.vy+=Move.vy;
|
||||
//
|
||||
// item->m_facing=m_actorData[item->m_Actor].m_facing;
|
||||
|
||||
item->m_Pos=m_actorData[item->m_Actor].m_pos;
|
||||
item->m_facing=m_actorData[item->m_Actor].m_facing;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1220,8 +1539,16 @@ void CFmaScene::think(int _frames)
|
|||
|
||||
CThingManager::thinkAllThings(_frames);
|
||||
CConversation::think(_frames);
|
||||
m_level->setCameraCentre(m_cameraPos);
|
||||
m_level->think(_frames);
|
||||
|
||||
if(m_level)
|
||||
{
|
||||
m_level->setCameraCentre(m_cameraPos);
|
||||
m_level->think(_frames);
|
||||
}
|
||||
else if(m_party)
|
||||
{
|
||||
m_party->think(_frames);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -1258,7 +1585,6 @@ void CFmaScene::selectFma(FMA_SCRIPT_NUMBER _fma)
|
|||
void CFmaScene::startShutdown()
|
||||
{
|
||||
CFader::setFadingOut();
|
||||
GameState::setNextScene(&MapScene);
|
||||
m_readyToShutdown=true;
|
||||
}
|
||||
|
||||
|
@ -1276,6 +1602,28 @@ void CFmaScene::startNextScriptCommand()
|
|||
|
||||
switch(*m_pc)
|
||||
{
|
||||
case SC_USE_LEVEL:
|
||||
ASSERT(!m_level);
|
||||
ASSERT(!m_party);
|
||||
m_pc++;
|
||||
m_level=new ("FMALevel") CLevel();
|
||||
m_level->init(*(m_pc++));
|
||||
m_tuneLoaded=true;
|
||||
break;
|
||||
|
||||
case SC_USE_PARTY: //
|
||||
ASSERT(!m_level);
|
||||
ASSERT(!m_party);
|
||||
m_pc++;
|
||||
m_party=new ("FMAParty") CPartyScene();
|
||||
m_party->init();
|
||||
break;
|
||||
|
||||
case SC_SET_NEXT_SCENE: // nextScene
|
||||
m_pc++;
|
||||
GameState::setNextScene(s_nextGameSceneTable[*(m_pc++)]);
|
||||
break;
|
||||
|
||||
case SC_SNAP_CAMERA_TO: // x,y
|
||||
m_pc++;
|
||||
m_cameraPos.vx=*m_pc++;
|
||||
|
@ -1319,6 +1667,10 @@ void CFmaScene::startNextScriptCommand()
|
|||
m_stillProcessingCommand=true;
|
||||
break;
|
||||
|
||||
case SC_WAIT_ON_THROWN_ITEM: // item
|
||||
m_stillProcessingCommand=true;
|
||||
break;
|
||||
|
||||
case SC_SET_ACTOR_VISIBILITY: // actor,on/off
|
||||
{
|
||||
ACTOR_DATA *actor;
|
||||
|
@ -1398,7 +1750,7 @@ void CFmaScene::startNextScriptCommand()
|
|||
}
|
||||
break;
|
||||
|
||||
case SC_SET_ITEM: // item, actor, Frame
|
||||
case SC_SET_ITEM: // item, Frame
|
||||
{
|
||||
sItemData *item;
|
||||
m_pc++;
|
||||
|
@ -1408,15 +1760,70 @@ void CFmaScene::startNextScriptCommand()
|
|||
break;
|
||||
|
||||
|
||||
case SC_CARRY_ITEM: // item, actor
|
||||
case SC_CARRY_ITEM: // item, actor
|
||||
{
|
||||
sItemData *item;
|
||||
m_pc++;
|
||||
item=&m_itemData[*m_pc++];
|
||||
item->m_Actor=*m_pc++;
|
||||
item->m_visible=true;
|
||||
}
|
||||
break;
|
||||
case SC_STOP: //
|
||||
|
||||
case SC_HIDE_ITEM: // item
|
||||
m_pc++;
|
||||
m_itemData[*m_pc++].m_visible=false;
|
||||
break;
|
||||
|
||||
case SC_THROW_ITEM_TO_ACTOR: // item,targetActor,arcHeight,frames
|
||||
{
|
||||
sItemData *item;
|
||||
m_pc++;
|
||||
item=&m_itemData[*m_pc++];
|
||||
ASSERT(item->m_Actor!=-1);
|
||||
item->m_TargetActor=*m_pc++;
|
||||
ASSERT(item->m_Actor!=item->m_TargetActor);
|
||||
item->m_throwArcHeight=*(m_pc++);
|
||||
item->m_startMoveFrame=m_frameCount;
|
||||
item->m_endMoveFrame=m_frameCount+*m_pc++;
|
||||
|
||||
// Calc the positions
|
||||
item->m_TargetPos=m_actorData[item->m_TargetActor].m_pos;
|
||||
/*
|
||||
if(m_actorData[item->m_TargetActor].m_facing)
|
||||
{
|
||||
item->m_TargetPos.vx-=s_actorGraphicsData[item->m_TargetActor].m_ItemOfs.vx;
|
||||
}
|
||||
else
|
||||
{
|
||||
item->m_TargetPos.vx+=s_actorGraphicsData[item->m_TargetActor].m_ItemOfs.vx;
|
||||
}
|
||||
item->m_TargetPos.vy+=s_actorGraphicsData[item->m_TargetActor].m_ItemOfs.vy;
|
||||
*/
|
||||
item->m_startPos=item->m_Pos;
|
||||
}
|
||||
/*
|
||||
pos.vx=item->m_Pos.vx-m_cameraPos.vx;
|
||||
pos.vy=item->m_Pos.vy-m_cameraPos.vy;
|
||||
if (item->m_facing)
|
||||
{
|
||||
pos.vx-=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
|
||||
}
|
||||
else
|
||||
{
|
||||
pos.vx+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
|
||||
}
|
||||
pos.vy+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vy;
|
||||
*/
|
||||
break;
|
||||
|
||||
case SC_START: //
|
||||
m_pc++;
|
||||
CFader::setFadingIn();
|
||||
m_doOtherProcessing=true;
|
||||
break;
|
||||
|
||||
case SC_STOP: // nextScene
|
||||
m_scriptRunning=false;
|
||||
m_doOtherProcessing=true;
|
||||
break;
|
||||
|
@ -1438,6 +1845,9 @@ void CFmaScene::processCurrentScriptCommand()
|
|||
{
|
||||
switch(*m_pc)
|
||||
{
|
||||
case SC_USE_LEVEL: // levelNumber
|
||||
case SC_USE_PARTY: //
|
||||
case SC_SET_NEXT_SCENE: // nextScene
|
||||
case SC_SNAP_CAMERA_TO: // x,y
|
||||
case SC_MOVE_CAMERA_TO: // x,y,frames
|
||||
case SC_REGISTER_CONVERSATION: // scriptId
|
||||
|
@ -1446,7 +1856,8 @@ void CFmaScene::processCurrentScriptCommand()
|
|||
case SC_SET_ACTOR_FACING: // actor,facing
|
||||
case SC_SET_ACTOR_ANIM_STATE: // actor,state
|
||||
case SC_WALK_ACTOR_TO_POSITION: // actor,x,y,frames
|
||||
case SC_STOP: //
|
||||
case SC_START: //
|
||||
case SC_STOP: // nextScene
|
||||
ASSERT(!"Shouldn't be here..");
|
||||
break;
|
||||
|
||||
|
@ -1518,6 +1929,18 @@ void CFmaScene::processCurrentScriptCommand()
|
|||
}
|
||||
break;
|
||||
|
||||
case SC_WAIT_ON_THROWN_ITEM: // item
|
||||
if(m_itemData[*(m_pc+1)].m_TargetActor==-1)
|
||||
{
|
||||
m_pc+=2;
|
||||
m_stillProcessingCommand=false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_doOtherProcessing=true;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
ASSERT(!"Bad script command");
|
||||
break;
|
||||
|
|
|
@ -50,6 +50,7 @@ public:
|
|||
FMA_SCRIPT__CH4FINISHED,
|
||||
FMA_SCRIPT__CH5FINISHED,
|
||||
FMA_SCRIPT__PLANKTON,
|
||||
FMA_SCRIPT__PARTY,
|
||||
NUM_FMA_SCRIPTS,
|
||||
FMA_SCRIPT__NONE,
|
||||
}FMA_SCRIPT_NUMBER;
|
||||
|
@ -72,7 +73,8 @@ private:
|
|||
|
||||
|
||||
|
||||
class CLevel *m_level;
|
||||
class CLevel *m_level;
|
||||
class CPartyScene *m_party;
|
||||
|
||||
DVECTOR m_cameraPos;
|
||||
|
||||
|
@ -89,6 +91,9 @@ private:
|
|||
int m_timer;
|
||||
int m_frameCount;
|
||||
|
||||
int m_tuneLoaded;
|
||||
int m_musicPlaying;
|
||||
|
||||
int m_readyToShutdown;
|
||||
};
|
||||
|
||||
|
|
|
@ -223,6 +223,7 @@ void CGameScene::init()
|
|||
s_restartLevel=false;
|
||||
|
||||
CFader::setFadingIn();
|
||||
CLevel::setIsBossRespawn(false);
|
||||
initLevel();
|
||||
|
||||
m_gamestate=GAMESTATE_SHOWING_LIVES;
|
||||
|
@ -742,6 +743,7 @@ void CGameScene::initLevel()
|
|||
#ifdef __VERSION_DEBUG__
|
||||
s_skipToNextLevel=false;
|
||||
#endif
|
||||
CActorPool::Reset();
|
||||
Level.init(s_globalLevelSelectThing);
|
||||
|
||||
createPlayer();
|
||||
|
|
|
@ -85,7 +85,7 @@ void CFader::render()
|
|||
POLY_F4 *f4;
|
||||
POLY_FT3 *ft3;
|
||||
f4=GetPrimF4();
|
||||
setXYWH(f4,0,0,511,255);
|
||||
setXYWH(f4,0,0,VidGetScrW()+1,VidGetScrH()+1);
|
||||
setRGB0(f4,s_fadeValue,s_fadeValue,s_fadeValue);
|
||||
setShadeTex(f4,0);
|
||||
setSemiTrans(f4,1);
|
||||
|
@ -116,7 +116,7 @@ void CFader::render()
|
|||
int col;
|
||||
col=255-s_fadeValue;
|
||||
f4=GetPrimF4();
|
||||
setXYWH(f4,0,0,511,255);
|
||||
setXYWH(f4,0,0,VidGetScrW()+1,VidGetScrH()+1);
|
||||
setRGB0(f4,col,col,col);
|
||||
setShadeTex(f4,0);
|
||||
setSemiTrans(f4,1);
|
||||
|
@ -139,7 +139,7 @@ void CFader::render()
|
|||
POLY_F4 *f4;
|
||||
|
||||
f4=GetPrimF4();
|
||||
setXYWH(f4,0,0,VidGetScrW(),VidGetScrH());
|
||||
setXYWH(f4,0,0,VidGetScrW()+1,VidGetScrH());
|
||||
switch(s_fadeStyle)
|
||||
{
|
||||
case BLACK_FADE:
|
||||
|
|
|
@ -197,7 +197,6 @@ void CLevel::init(int LevelNo)
|
|||
// Load it
|
||||
sLvlTab *lvlTab=&LvlTable[LevelNo];
|
||||
|
||||
CActorPool::Reset();
|
||||
CSoundMediator::setSong((CSoundMediator::SONGID)lvlTab->songId);
|
||||
|
||||
DisplayLoadingScreen(lvlTab);
|
||||
|
|
|
@ -63,10 +63,6 @@
|
|||
#include "map\map.h"
|
||||
#endif
|
||||
|
||||
#ifndef __BACKEND_PARTY_H__
|
||||
#include "backend\party.h"
|
||||
#endif
|
||||
|
||||
#ifndef __BACKEND_CREDITS_H__
|
||||
#include "backend\credits.h"
|
||||
#endif
|
||||
|
@ -116,7 +112,6 @@ CScene *CSceneSelector::s_sceneList[]=
|
|||
&FmaScene,
|
||||
&MapScene,
|
||||
&ShopScene,
|
||||
&PartyScene,
|
||||
&CreditsScene,
|
||||
&AnimTestScene,
|
||||
&SaveScene,
|
||||
|
|
|
@ -74,14 +74,14 @@
|
|||
#include "map\map.h"
|
||||
#endif
|
||||
|
||||
#ifndef __BACKEND_PARTY_H__
|
||||
#include "backend\party.h"
|
||||
#endif
|
||||
|
||||
#ifndef __GUI_POINTER_H__
|
||||
#include "gui\pointer.h"
|
||||
#endif
|
||||
|
||||
#ifndef __FMA_FMA_H__
|
||||
#include "fma\fma.h"
|
||||
#endif
|
||||
|
||||
|
||||
/* Std Lib
|
||||
------- */
|
||||
|
@ -411,7 +411,8 @@ void CShopScene::think(int _frames)
|
|||
if(s_gotoPartyScreen)
|
||||
{
|
||||
s_gotoPartyScreen=false;
|
||||
GameState::setNextScene(&PartyScene);
|
||||
CFmaScene::selectFma(CFmaScene::FMA_SCRIPT__PARTY);
|
||||
GameState::setNextScene(&FmaScene);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue