SBSPSS/source/level/layertile.cpp

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/************************/
/*** Tile Layer Class ***/
/************************/
#include "system\global.h"
#include <DStructs.h>
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#include "utils\utils.h"
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#include "system\vid.h"
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#include "gfx\prim.h"
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#include "LayerTile.h"
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const u32 XInc=16<<0;
const u32 YInc=16<<16;
/*****************************************************************************/
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static const int TILE2D_WIDTH=16;
static const int TILE2D_HEIGHT=12;
static const int SCREEN_TILE2D_WIDTH=((512/TILE2D_WIDTH)+1);
static const int SCREEN_TILE2D_HEIGHT=((256/TILE2D_HEIGHT)+1);
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/*****************************************************************************/
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/*****************************************************************************/
/*****************************************************************************/
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CLayerTile::CLayerTile(sLevelHdr *LevelHdr,sLayerHdr *Hdr)
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{
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int Count=SCREEN_TILE2D_WIDTH*SCREEN_TILE2D_HEIGHT;
int MemSize=Count*sizeof(TSPRT);
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LayerHdr=Hdr;
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MapWidth=LayerHdr->Width;
MapHeight=LayerHdr->Height;
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ElemBank2d=LevelHdr->ElemBank2d;
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Map=(sTileMapElem*)MakePtr(Hdr,sizeof(sLayerHdr));
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PrimBank=(TSPRT*)MemAlloc(MemSize,"Mid Polyz");
TSPRT *PrimPtr=PrimBank;
for (int i=0; i<Count; i++)
{
setTSprt(PrimPtr);
setTSetShadeTex(PrimPtr,1);
PrimPtr->w=TILE2D_WIDTH;
PrimPtr->h=TILE2D_HEIGHT;
PrimPtr++;
}
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}
/*****************************************************************************/
CLayerTile::~CLayerTile()
{
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MemFree(PrimBank);
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}
/*****************************************************************************/
/*****************************************************************************/
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/*****************************************************************************/
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void CLayerTile::init(DVECTOR &MapPos,int Shift)
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{
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MapXYShift=Shift;
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MapXY=MapPos;
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}
/*****************************************************************************/
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void CLayerTile::shutdown()
{
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CLayerTile::think(DVECTOR &MapPos)
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{
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int XPos=MapPos.vx>>MapXYShift;
int YPos=MapPos.vy>>MapXYShift;
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MapXY.vx=XPos>>4;
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MapXY.vy=YPos/TILE2D_HEIGHT;
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ShiftX=XPos & 15;
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ShiftY=YPos%TILE2D_HEIGHT;
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if (MapXY.vx+SCREEN_TILE2D_WIDTH<=MapWidth)
RenderW=SCREEN_TILE2D_WIDTH;
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else
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RenderW=MapWidth-MapXY.vx;
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if (MapXY.vy+SCREEN_TILE2D_HEIGHT<=MapHeight)
RenderH=SCREEN_TILE2D_HEIGHT;
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else
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RenderH=MapHeight-MapXY.vy;
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}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CLayerTile::render()
{
sTileMapElem *MapPtr=GetMapPos();
s16 TileX,TileY;
sOT *ThisOT=OtPtr+LayerOT;
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TSPRT *PrimPtr=PrimBank;
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// Setup shift bits of pos
TileY=-ShiftY;
// Render it!!
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for (int Y=0; Y<RenderH; Y++)
{
sTileMapElem *MapRow=MapPtr;
TileX=-ShiftX;
for (int X=0; X<RenderW; X++)
{
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int ThisTile=MapRow->Tile;
MapRow++;
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if (ThisTile)
{
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sElem2d *Tile=&ElemBank2d[ThisTile];
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PrimPtr->x0=TileX;
PrimPtr->y0=TileY;
setTSprtTPage(PrimPtr,Tile->TPage);
*(u32*)&PrimPtr->u0=*(u32*)&Tile->u0; // copy uv AND clut
addPrim(ThisOT,PrimPtr);
PrimPtr++;
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}
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TileX+=TILE2D_WIDTH;
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}
MapPtr+=MapWidth;
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TileY+=TILE2D_HEIGHT;
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}
}