SBSPSS/source/level/level.cpp

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/*************/
/*** Level ***/
/*************/
#include "system\global.h"
#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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#ifndef __TRIGGERS_TLEVEXIT_H__
#include "triggers\tlevexit.h"
#endif
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#ifndef __TRIGGERS_TRESTART_H__
#include "triggers\trestart.h"
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#endif
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#ifndef __PICKUPS_PICKUP_H__
#include "pickups\pickup.h"
#endif
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#ifndef __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
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#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
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#include "enemy\npc.h"
#include "gfx\actor.h"
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/*****************************************************************************/
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sLvlTab LvlTable[]=
{
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// C1
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{1,1,LEVELS_CHAPTER01_LEVEL01_LVL,LEVELS_CHAPTER01_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL1},
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{1,2,LEVELS_CHAPTER01_LEVEL02_LVL,LEVELS_CHAPTER01_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL2},
{1,3,LEVELS_CHAPTER01_LEVEL03_LVL,LEVELS_CHAPTER01_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL3},
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{1,4,LEVELS_CHAPTER01_LEVEL04_LVL,LEVELS_CHAPTER01_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL4},
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// C2
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{2,1,LEVELS_CHAPTER02_LEVEL01_LVL,LEVELS_CHAPTER02_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL1},
{2,2,LEVELS_CHAPTER02_LEVEL02_LVL,LEVELS_CHAPTER02_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL2},
{2,3,LEVELS_CHAPTER02_LEVEL03_LVL,LEVELS_CHAPTER02_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL3},
{2,4,LEVELS_CHAPTER02_LEVEL04_LVL,LEVELS_CHAPTER02_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL4},
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// C3
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{3,1,LEVELS_CHAPTER03_LEVEL01_LVL,LEVELS_CHAPTER03_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL1},
{3,2,LEVELS_CHAPTER03_LEVEL02_LVL,LEVELS_CHAPTER03_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL2},
{3,3,LEVELS_CHAPTER03_LEVEL03_LVL,LEVELS_CHAPTER03_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL3},
{3,4,LEVELS_CHAPTER03_LEVEL04_LVL,LEVELS_CHAPTER03_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL4},
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// C4
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{4,1,LEVELS_CHAPTER04_LEVEL01_LVL,LEVELS_CHAPTER04_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL1},
{4,2,LEVELS_CHAPTER04_LEVEL02_LVL,LEVELS_CHAPTER04_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL2},
{4,3,LEVELS_CHAPTER04_LEVEL03_LVL,LEVELS_CHAPTER04_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL3},
{4,4,LEVELS_CHAPTER04_LEVEL04_LVL,LEVELS_CHAPTER04_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL4},
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// C5
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{5,1,LEVELS_CHAPTER05_LEVEL01_LVL,LEVELS_CHAPTER05_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL1},
{5,2,LEVELS_CHAPTER05_LEVEL02_LVL,LEVELS_CHAPTER05_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL2},
{5,3,LEVELS_CHAPTER05_LEVEL03_LVL,LEVELS_CHAPTER05_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL3},
{5,4,LEVELS_CHAPTER05_LEVEL04_LVL,LEVELS_CHAPTER05_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL4},
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// C6
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{6,1,LEVELS_CHAPTER06_LEVEL01_LVL,LEVELS_CHAPTER06_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER6_ROLLERCOASTER},
{6,2,LEVELS_CHAPTER06_LEVEL02_LVL,LEVELS_CHAPTER06_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER6_SNAILRACE},
{6,3,LEVELS_CHAPTER06_LEVEL03_LVL,LEVELS_CHAPTER06_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER6_BIGWHEEL},
{6,4,LEVELS_CHAPTER06_LEVEL04_LVL,LEVELS_CHAPTER06_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER6_TUNNELOFLOVE},
{6,5,LEVELS_CHAPTER06_LEVEL05_LVL,LEVELS_CHAPTER06_LEVEL05_TEX, CSoundMediator::SONG_CHAPTER6_TUNNELOFLOVE},
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};
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const static int LvlTableSize=sizeof(LvlTable)/sizeof(sLvlTab);
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const FileEquate loadingScreens[6]=
{
LOADINGSCREENS_PINEAPPLE_GFX,
LOADINGSCREENS_CULTURE_GFX,
LOADINGSCREENS_PICKLES_GFX,
LOADINGSCREENS_MONITOR_GFX,
LOADINGSCREENS_KARATE_GFX,
LOADINGSCREENS_PIZZA_GFX,
};
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/*****************************************************************************/
DVECTOR CLevel::MapPos;
DVECTOR CLevel::s_playerSpawnPos;
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/*****************************************************************************/
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CLevel::CLevel()
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{
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}
/*****************************************************************************/
int CLevel::GetNextLevel(int Lvl)
{
Lvl++;
// TMP
if (Lvl>=LvlTableSize) Lvl=0;
// Skip Blanks
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while (CFileIO::getFileSize(LvlTable[Lvl ].LevelFilename)<=4000) // Dodgy blank level skip
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{
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Lvl++;
if (Lvl>=LvlTableSize) Lvl=0;
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}
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// End TMP
return(Lvl);
}
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/*****************************************************************************/
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void CLevel::init(int LevelNo)
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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);
LevelHdr->TileBank3d=(sTile3d*) MakePtr(LevelHdr,(int)LevelHdr->TileBank3d);
LevelHdr->TriList=(sTri*) MakePtr(LevelHdr,(int)LevelHdr->TriList);
LevelHdr->QuadList=(sQuad*) MakePtr(LevelHdr,(int)LevelHdr->QuadList);
LevelHdr->VtxList=(sVtx*) MakePtr(LevelHdr,(int)LevelHdr->VtxList);
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LevelHdr->PlatformGfx=(sModel*) MakePtr(LevelHdr,(int)LevelHdr->PlatformGfx);
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printf("ActorList %i\n",(int)LevelHdr->ActorList);
printf("ItemList %i\n",(int)LevelHdr->ItemList);
printf("Platfrom List %i\n",(int)LevelHdr->PlatformList);
printf("TriggerList %i\n",(int)LevelHdr->TriggerList);
printf("FXList %i\n",(int)LevelHdr->FXList);
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CModelGfx::SetData(LevelHdr->PlatformGfx,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;
initLayers();
}
/*****************************************************************************/
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void CLevel::DisplayLoadingScreen(sLvlTab *lvlTab)
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{
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FontBank font;
char buf[128];
u8 *s_image;
int i;
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font.initialise(&standardFont);
font.setJustification(FontBank::JUST_CENTRE);
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sprintf(buf,"LOADING CHAPTER %d LEVEL %d",lvlTab->Chapter,lvlTab->Level);
s_image=CFileIO::loadFile(loadingScreens[lvlTab->Chapter-1]);
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ASSERT(s_image);
SetScreenImage(s_image);
for(i=0;i<2;i++)
{
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font.setColour(255,255,255);
font.print(256 ,120 ,buf);
font.setColour(0,0,0);
font.print(256-1,120-1,buf);
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font.print(256-1,120 ,buf);
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font.print(256-1,120+1,buf);
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font.print(256 ,120-1,buf);
font.print(256 ,120+1,buf);
font.print(256+1,120-1,buf);
font.print(256+1,120 ,buf);
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font.print(256+1,120+1,buf);
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PrimDisplay();
VSync(0);
VidSwapDraw();
}
ClearScreenImage();
MemFree(s_image);
VSync(20);
font.dump();
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}
/*****************************************************************************/
void CLevel::initLayers()
{
// Init Layers
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
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{
TileLayers[i]=0;
}
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CollisionLayer=0;
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ActorList=0;
ItemList=0;
PlatformList=0;
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FXList=0;
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// Back
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if (LevelHdr->BackLayer)
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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
if (LevelHdr->MidLayer)
{
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
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
if (LevelHdr->CollisionLayer)
{
sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->CollisionLayer);
CollisionLayer=new ("Collision Layer") CLayerCollision(Layer);
}
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// Actors
if (LevelHdr->ActorList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ActorList);
ActorCount=Hdr->Count;
ActorList=(sThingActor**)MemAlloc(ActorCount*sizeof(sThingActor**),"Actor List");
u8 *ThingPtr=(u8*)MakePtr(Hdr,sizeof(sThingHdr));
for (int i=0; i<ActorCount; i++)
{
ActorList[i]=(sThingActor*)ThingPtr;
ThingPtr+=sizeof(sThingActor);
ThingPtr+=ActorList[i]->PointCount*sizeof(u16)*2;
}
}
// Items
if (LevelHdr->ItemList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ItemList);
ItemCount=Hdr->Count;
ItemList=(sThingItem*)MakePtr(Hdr,sizeof(sThingHdr));
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DVECTOR pos;
for(int i=0;i<ItemCount;i++)
{
pos.vx=ItemList->Pos.X<<4;
pos.vy=ItemList->Pos.Y<<4;
createPickup((PICKUP_TYPE)ItemList->Type,&pos);
ItemList++;
}
}
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// Platforms
if (LevelHdr->PlatformList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->PlatformList);
PlatformCount=Hdr->Count;
PlatformList=(sThingPlatform**)MemAlloc(PlatformCount*sizeof(sThingPlatform**),"Platform List");
u8 *ThingPtr=(u8*)MakePtr(Hdr,sizeof(sThingHdr));
for (int i=0; i<PlatformCount; i++)
{
PlatformList[i]=(sThingPlatform*)ThingPtr;
ThingPtr+=sizeof(sThingPlatform);
ThingPtr+=PlatformList[i]->PointCount*sizeof(u16)*2;
}
}
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// Triggers
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// Yeah yeah - I'll put this crap into a seperate file when the numbers of trigger types get a bit bigger! (pkg)
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if (LevelHdr->TriggerList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
TriggerCount=Hdr->Count;
TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
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PAUL_DBGMSG("%d triggers",TriggerCount);
for(int i=0;i<TriggerCount;i++)
{
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CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
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switch(TriggerList->Type)
{
// Exit trigger
case 0:
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trigger=(CTriggerThing*)new ("LevelExitTrigger") CLevelExitTrigger();
break;
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// Level respawn trigger
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case 1:
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trigger=(CRestartPointTrigger*)new ("RestartTrigger") CRestartPointTrigger();
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break;
}
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trigger->init();
trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
TriggerList->Width<<4,TriggerList->Height<<4);
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TriggerList++;
}
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}
// FX
if (LevelHdr->FXList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->FXList);
FXCount=Hdr->Count;
FXList=(sThingFX*)MakePtr(Hdr,sizeof(sThingHdr));
}
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}
/*****************************************************************************/
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void CLevel::shutdown()
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{
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
{
if (TileLayers[i])
{
TileLayers[i]->shutdown();
delete TileLayers[i];
}
}
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if (CollisionLayer)
{
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CollisionLayer->shutdown();
delete CollisionLayer;
}
CSoundMediator::stopAllSound();
VSync(0);CSoundMediator::think(1); // This is needed to let xmplay kill off the sounds properly (pkg)
if (ActorList) MemFree(ActorList);
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if (PlatformList) MemFree(PlatformList);
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MemFree(LevelHdr);
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CActorPool::Reset();
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TPFree(m_levelTPage);
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}
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/*****************************************************************************/
/*****************************************************************************/
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/*****************************************************************************/
void CLevel::render()
{
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// Setup dummy prim to ensure OtPos 0 is initialised (for fast add)
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/*
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for (int i=0;i<8; i++)
{
TILE_16 *Prim=GetPrimTILE16();
sOT *ThisOT=OtPtr+LayerOT+i-4;
Prim->x0=1024;
Prim->y0=1024;
AddPrim(ThisOT,Prim);
ASSERT(ThisOT->FirstPrim);
}
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*/
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
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{
if (TileLayers[i]) TileLayers[i]->render();
}
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#ifdef __SHOW_COLLISION__
if(CollisionLayer)
{
CollisionLayer->render(MapPos);
}
#endif
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}
/*****************************************************************************/
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/*****************************************************************************/
/*****************************************************************************/
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void CLevel::think(int _frames)
{
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
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{
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if (TileLayers[i]) TileLayers[i]->think(MapPos);
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}
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}
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
DVECTOR CLevel::getMapSize()
{
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DVECTOR size;
sLayerHdr *layer;
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layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer);
size.vx=layer->Width;
size.vy=layer->Height;
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return size;
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}
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/*****************************************************************************/